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INTERNET UNDERGROUND MP3, DIVX & RLEEM 


PC GAMES AND TECHNOLOGY 
100% AUSTRALIAN 


GG W45 48C 

FOREST CHASE NEWS 
_■ PH 922T4130 

iT $ 9.95^2 


LUSIVE REVIEW! 


MIDTOWN 

MADNESS 2l 

Thrills, spills and kills! We test drive 
Microsoft’s hi-octane action racer! 


MP3 PUYERS TESTED 

Plus the Pentium 4 unveiled, 

Duron versus Celeron deathmatch 
and all the latest hardware news 


STAR WARS 

The Jedi Knight returns to 
defeat the Dark Forces! 


2CDs 


SNEAK PREVIEWS 



LOCAL FOCUS 


AIISSE GAME STUDIOS 

Ratbag shows off its next generation games 
Blue Tongue tackles Starship Troopers 
Irrational’s Freedom Force diary 



NO CDs? 

Please ask your newsagent 






BLAIR WITCH 
PROJECTS X 

Everything you’ve heard 
about the games is true! f \ 


ALSO STARRING 


CALL TO POWER N'RUNLOK 
THE CONQUERORS’ ALICE 









© 1997 Columbia Pictures Industries, Inc: All Rights Reserved. 

© 2000 Layout and Design Columbia TriStar Home Video. All Rights Reserved. 





Hk Jm 

hl a m 

W Ml 


W 






♦ 




To capture more info log onto www.MIBonDVD.com 






TOMMY LEE JONES WU. SMITH 


IVIEN lN BLACK 


15+ feggg^Li, 


DELUXE COLLECTOR* EDITION 

• Hot new "behind.the scenes" doco 

Audio and video commentary by 
Tommy Lee Jones 

• Never seen before scenes 

• Compare original storyboards to 

finished scenes 
♦ 

• Character animation studies 

• Original trailers 

♦ 

• Tunnel scene deconstruction 

• PLUS much much more 


Over 9 hours of 
entertainment 


SIVE LIMITED EDITION BOX SET 

All the Collectors Edition features PLUS; 

• First ever double sided/dual layer disc 
in Australia 

• 18 different feature options - 2 discs 
required! 

•. First ever “scene editing workshop" 

- ytfu're the filmmaker 

• Learn how scenes were constructed 

. • • • 

• Create aliens from concept to 

final pompletion 

• •PLUS much much more 


Over 13 hours of 
entertainment 

2 Disc Set 



The Sims 'Livin' Large' 
Expansion Disk (G8+). 

The Sims 'Livin' Large' lets you put 
your Sims into dynamic new situations 
and settings. Includes 1 25 new objects, 
five new careers, five new characters, 

21 new skins and 78 new walls and floors. 
For PC. 5014227 


www.harveynorman.com.au 

I WEB ^^ Hamy 3° r,na ? 


— 

SYDNEY METRO • AUBURN SUPERSTORE • BALGOWLAH SUPERSTORE • BLACKTOWN 

• CAMPBELLTOWN • CARINGBAH SUPACENTA • CHATSWOOD CHASE . GORDON 
CENTRE • LIVERPOOL MEGACENTA • MOORE PARK SUPACENTA • PENRITH SUPER- 
STORE NOW OPEN • WILEY PARK NSW COUNTRY • ARMIDALE • BATHURST • COFFS 
HARBOUR • DENILIQUIN • DUBBO • ERINA • GRAFTON • INVERELL • LISMORE 

• MAITLAND • MOREE • MUDGEE • MOSS VALE • NEWCASTLE SUPERSTORE • NOWRA 

• ORANGE • PARKES • PORT MACQUARIE • TAMWORTH • TAREE • WAGGA WAGGA 

• WARRAWONG • YOUNG ACT • FYSHWICK • WODEN PLAZA BRISBANE METRO • ASPLEY OPEN 7 DAYS • BROADWAY ON THE MALL OPEN 7 DAYS NOW OPEN • CARINDALE 

• EVERTON PARK OPEN 7 DAYS • INDOOROOPILLY NOW OPEN • MT GRAVATT • OXLEY OPEN 7 DAYS • GOLD COAST OPEN 7 DAYS • TWEED HEADS SOUTH OPEN 7 DAYS 
QUEENSLAND COUNTRY ■ NOOSAVILLE OPEN 7 DAYS • SUNSHINE COAST OPEN 7 DAYS • BUNDABERG • CAIRNS OPEN 7 DAYS • GLADSTONE OPEN 7 DAYS • MACKAY OPEN 
7 DAYS • ROCKHAMPTON NORTH • TOOWOOMBA • TOWNSVILLE • WARWICK OPENS SEPTEMBER MELBOURNE SUPERSTORES - OPEN 7 DAYS • DANDENONG • GREENSBOROUGH 
PLAZA • MARIBYRNONG • MOORABBIN • NUNAWADING • PRESTON VICTORIA COUNTRY - OPEN 7 DAYS • ALBURY • BALLARAT • BENDIGO • GEELONG • MILDURA 

• SHEPPARTON -TRARALGON • WARRNAMBOOL ADELAIDE - SOUTH AUSTRALIA • ENFIELD NOW OPEN • MARION OPEN MON-SAT PERTH METRO • CANNINGTON • JOONDALUP 

• O’CONNOR NOW OPEN • OSBORNE PARK • PORT KENNEDY WESTERN AUSTRALIA COUNTRY • ALBANY • BUNBURY • BUSSELTON • GERALDTON • KALGOORLIE • KARRATHA 

• PORT HEDLAND NORTHERN TERRITORY • DARWIN OPEN 7 DAYS HOBART METRO - OPEN 7 DAYS • HOBART CITY • GLENORCHY • ROSNY TASMANIA COUNTRY - OPEN 7 DAYS 

• LAUNCESTON • BURNIE • DEVONPORT • ULVERSTONE www.harveynorman.com.au 4168 


Harvev Norman 

THE COMPUTER GAMES SPECIALISTS 


The prices for goods shown in this advertisement are in Australian dollars and are GST inclusive. Some goods may not be on show or available at each Harvey Norman Franchised store. 










ESSENTIAL! 


CD# 54 | 13 DEMO | 1.2 GIG 


We burnt up the streets of San Francisco to bring you this world 
first review! 


THE CONQUERORS 

Find out how you improve on tne world's best 


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THE LATEST VERSION 


© CD PowerPlay #54 


LOOKING m 

COUNTERSTRIKE FOR HALF-LIFE »w J 

THE BEST MOD EVER MADE! j Turn to p122 ^ 


All the month's Gaming Goodness in one handy 
jewel case 


CONTENTS 








COMMAND AND CONOUER: RED ALERT 2 PC (ma i 5f). 


Wielding strange new technologies and hungering for revenge, 
the Soviet army invades America. Allied forces, unprepared for 
the surprise attack, are decimated. Will freedom be crushed 
under the heels of Communist aggression? Play as either the 
Allied forces or the Soviet invaders in this heart-pounding 
strategic computer game experience. 


Harvev Norman 

THE CO MPUTER SPECIALISTS 


\ g VARANTEB*J 


www.harveynorman.com.au 

IE WEB Norman | 


SYDNEY METRO • AUBURN SUPERSTORE • BALGOWLAH SUPERSTORE • BLACKTOWN • CAMPBELLTOWN • CARINGBAH SUPACENTA • CHATSWOOD CHASE • GORDON CENTRE • LIVERPOOL MEGACENTA - MOORE PARK 
SUPACENTA • PENRITH SUPERSTORE NOW OPEN • WILEY PARK NSW COUNTRY • ARMIDALE • BATHURST ‘ COFFS HARBOUR • DENILIQUIN - DUBBO • ERINA • GRAFTON • INVERELL • LISMORE • MAITLAND • MOREE • MUDGEE 

• MOSS VALE • NEWCASTLE SUPERSTORE • NOWRA • ORANGE • PARKES • PORT MACQUARIE • TAMWORTH • TAREE • WAGGA WAGGA • WARRAWONG • YOUNG ACT • FYSHWICK • WODEN PLAZA BRISBANE METRO - ASPLEY 
OPEN 7 DAYS • BROADWAY ON THE MALL OPENS AUGUST - CARINDALE • EVERTON PARK OPEN 7 DAYS • INDOOROOPILLY NOW OPEN • MT GRAVATT ♦ OXLEY OPEN 7 DAYS • GOLD COAST OPEN 7 DAYS • TWEED HEADS 
SOUTH OPEN 7 DAYS QUEENSLAND COUNTRY • NOOSAVILLE OPEN 7 DAYS • SUNSHINE COAST OPEN 7 DAYS • BUNDABERG • CAIRNS OPEN 7 DAYS • GLADSTONE OPEN 7 DAYS • MACKAY OPEN 7 DAYS • ROCKHAMPTON 
NORTH - TOOWOOMBA - TOWNSVILLE - WARWICK OPENS AUGUST MELBOURNE SUPERSTORES - OPEN 7 DAYS • DANDENONG • GREENSBOROUGH PLAZA • MARIBYRNONG • MOORABBIN - NUNAWADING • PRESTON 
VICTORIA COUNTRY - OPEN 7 DAYS • ALBURY • BALLARAT • BENDIGO ♦ GEELONG • MILDURA • SHEPPARTON • TRARALGON • WARRNAMBOOL ADELAIDE - SOUTH AUSTRALIA • ENFIELD NOW OPEN - MARION OPEN MON- 
SAT PERTH METRO • CANNINGTON • JOONDALUP • O’CONNOR NOW OPEN • OSBORNE PARK • PORT KENNEDY WESTERN AUSTRALIA COUNTRY • ALBANY • BUNBURY • BUSSELTON • GERALDTON • KALGOORLIE • KARRATHA 

• PORT HEDLAND NORTHERN TERRITORY • DARWIN OPEN 7 DAYS HOBART METRO - OPEN 7 DAYS • HOBART CITY • GLENORCHY • ROSNY TASMANIA COUNTRY - OPEN 7 DAYS • LAUNCESTON • BURNIE * DEVONPORT • ULVERSTONE 
*We will match any retailer's price on a like software item. The software item must be in stock. An original copy of an advertisement for the software item must be presented, including price. The advertisement must be current. This does 
not include mail-order catalogues or Internet sites. Pricing presented must be in Australian dollars, www.harveynorman.com.au The prices for goods shown in this advertisement are in Australian dollars and are GST inclusive. Some goods may not be on 
show or available at each Harvey Norman Franchised store. 



PC 


SPOTLIGHT 




NOVEMBER 2000 ISSUE 54 




We put Adelaide-based Ratbag Games 
under interrogation 



Gaming news Prom all quarters of the globe 


% 


10 Call To Power II 

The Civilization challenger returns. . . 

12 Delta Force: Land Warrior 

The voxels are vanquished 

14 Peace Makers 

Television is the real battlefield 


20 Developer Diary 

Irrational Games Australia give us the 
inside scoop on Freedom Force 

22 Charts 

The most optimistic release schedule 
around. Plus, vote in AMW! 


SERVER 


Your connection to the internet 
30 Server News 

D-day for Napster draws closer 

32 Web Resources 

Diablo II gets the treatment 


34 The Internet Underground 

The dark depths of dodgy downloads. 
Featuring mp3, emulators, divx and 
no more awful alliteration, we promise 


IN PREVIEW 


The shape of games to come 
48 Obi-Wan 

It's just Ewan the force. Sorry 

52 Gunlok 

Robotic action and strategy ahoy! 

54 Alice 


Look, just give me the knife 

56 The Blair Witch Projects 

It's plural because it's a trilogy 

60 Starship Troopers 

We bet it has bugs 


IN REVIEW 


The most authoritative reviews around 



70 Midtown Madness 2 

The racing game where racing doesn 
matter. Flow many pedestrians can 
you run down? 


74 

Heavy Metal: FAKK2 

91 

Arcatera 

78 

The Conquerors 

92 

Tachyon: The Fringe 

80 

Reach For The Stars 

93 

The Sims: Livin' Large 

82 

Kiss: Psycho Circus 

94 

Mech Coll, Super Hornet 

84 

Warlords: Battlecry 

95 

Thandor 

86 

All Star Tennis 2000 

98 

Score List 

88 

Wargames 

100 

Retroversion 

90 

Wacky Races, Pizza Syndicate 


Dark Reign 2 


TECH 


104 


The silicon state of the art 
104 Tech News 

Intel announces the Pentium 4 chip 

106 Duron vs Celeron 

Best CPU for the budget-conscious gamer 

110 Hotware 

Latest hardware & peripherals reviewed 


114 Round-up 

We put the latest mp3 players to the test 

116 The Beast 

118 Setup 

If your PC is ailing, Dr Dan will put it 
right for you 


REGULARS 

26 


SUBSCRIBE 

102 


26 

Inbox 

102 Subscribe and win! 

96 

Reader Review 

Subscribe and save up to 40% off your 

122 

CD PowerPlay 

favourite magazine! Plus you could 

128 

Diversions 

also win the Best of PC PowerPlay 

130 

Next Month 

while you're at it! 


PCPP 7 










EDITORIAL 


THE GREAT DEBATE 



DAVID WILDGOOSE 

There must be a 
reason why I stick 
to virtual roads 

WHAT I'M PLAYING 

Thief II 


H ello and welcome to the November issue 
of PC PowerPlay. Please step up to the 
retinal scanner so we can verify your security 
clearance before letting you proceed to the 
rest of the magazine. One can't be too cautious 
these days. Remember - trust no one. 

The issue of violence in computer and 
videogames is one media and conversation 
topic that simply refuses to die - no matter how 
many proximity mines we attach to its back. 
Much of what passes for analysis of the delicate 
subject is misguidedly based around a litany of 
wrong-headed assumptions: that games are too 
violent, that games are enjoyed only for their 
violence, that depictions of violence are 
inherently bad, that the interactive nature of 
games makes them "worse" than film or tv, and 
of course - this one is my particular favourite - 
that only children play games. 

With all this in mind, PC PowerPlay's wisest 
members (or at least those who live in Sydney) 
gathered together for the first PCPP Roundtable 
Debate. The goal of which being to clear up the 
confusion, inform the ignorant, and to simply set 


the record straight. Hopefully, we managed to 
achieve this despite us quickly realising that 
holding the debate in the Strawberry Hills Hotel 
was perhaps not the greatest idea. John did a fine 
job of ensuring we sounded thoughtful and 
articulate amid the slurred words, drunken 
pedantry and arguments over whose round was 
next. Above all, though, I'd like to think we have 
encouraged you guys to respond with your 
equally considered thoughts. 

One of the last pieces of the new and 
improved PCPP jigsaw has been carefully slotted 
into place at the back of this issue. Turn to pi 04 to 
discover our greatly expanded Tech section, 
brimming with the latest news, product reviews 
and in-depth examination of PC hardware. Hugh 
was so pleased with how it turned out, he 
decided to include a new photo of himself on the 
opening page. Restrain yourself, girls. 

I played Midtown Madness 2 this month. I 
believe I can safely say that the experience has 
only served to reinforce my decision not to own a 
car. Until next time. 

david@next.com.au 


THE PC POWERPLAY CREW 

Midtown Madness 2 caused us to reassess the kind of drivers we are... 



BRETT ROBINSON 

The type who's 
constantly on the 
lookout for 5-0 

WHAT I'M PLAYING 

Deus Ex 



HUGH NORTON-SMrTH 

They don't call 
me Speed Racer 
for nothing 

WHAT I'M PLAYING 

Snake II 



MARCH STEPNIK 

I'm a "wheel 
between the 
knees" kind of guy 

WHAT I'M PLAYING 

Baldur's Gate II 



HARRY MARAGOS 

The type that 
would make Mad 
Max proud 

WHAT I'M PLAYING 

Carmageddon 2K 



CHANTAL BAIRLE 

I haven't driven in 
nine years (lucky 
for other drivers) 

WHAT I'M PLAYING 

Connect A 



ASHLEY MILLOTT 

I don't drive... 

I cruise 


WHAT I'M PLAYING 

Streetfighter II 



MIKE WILCOX 

I'm like a cranky 
London cabbie 


WHAT I'M PLAYING 

Deus Ex 



MJ DES MCNICHOLAS 

A very bad one 


WHAT I'M PLAYING 

Ground Control 



CHRISTIAN READ 

The UN passed 
legislation against 
my learning to drive 

WHAT I'M PLAYING 

Heavy Metal FAKK2 



EDWARD FOX 

On four wheels - 
yuk! On two 
wheels - oh yeah! 

WHAT I'M PLAYING 

Sydney 2000 



AGATA BUDINSKA 

I am a very 
friendly driver 


WHAT I'M PLAYING 

Icewind Dale 



JOHN DEWHURST 

Not the best - 
that's why I catch 
the train! 

WHAT I'M PLAYING 

Gabriel Knight III 


PC 


RiraajlFOsE/ 


78 RENWICK ST 
REDFERN NSW 2016 
AUSTRALIA 

PHONE 02. 9699 0333 
FAX 02. 9310 1315 


EDITORIAL 


EDITOR 

David Wildgoose <david@next.com.au> 

STAFF WRITER 

Brett Robinson <brettr@next.com.au> 

TECH EDITOR 

Hugh Norton-Smith <hughns@next.com.au> 

ART DIRECTOR 

Chantal Bairle 

DESIGNER 

Ashley Millott 

CD EDITOR 

Harry Maragos <harry@next.com.au> 

TECHNICAL WRITERS 

Daniel Rutter, Seb Fern 

CONTRIBUTORS 

John Dewhurst, Edward Fox, Christian 
Read, March Stepnik, Daniel Staines, Mike 
Wilcox, Agata Budinska, George Soropos, 
Rod Campbell, Major Des McNicholas 

PHOTOGRAPHER 

Scott Wajon 

PRODUCTION CO-ORDINATOR 

Caroline May 

PUBLISHER 

Jim Flynn 

ADVERTISING 


GROUP ADVERTISING MANAGER 

Simon White <simon@next.com.au> 

ADVERTISING MANAGER 

Collene Leahy <collene@next.com.au> 

ADVERTISING PRODUCTION CO-ORDINATOR 

Dylan Fryer 

FOR ALL ADVERTISING ENQUIRIES 
PLEASE CALL 02. 9699 0349 

MANAGEMENT 


CHIEF EXECUTIVE 
Phillip Keir 
FINANCE DIRECTOR 
Theo Fatseas 
OPERATIONS MANAGER 
Melissa Doyle 
CIRCULATION EXECUTIVE 
Karen Day 

GENERAL MANAGER ONLINE 

Carey Badcoe 

SUBSCRIPTIONS 


FOR ALL SUBSCRIPTION ENQUIRIES 
PLEASE CALL 1300 36 11 46 
FAX 02. 9699 0334 
EMAIL <subs@next.com.au> 

All copyrights are reserved by 
Next Publishing Pty Ltd 
ACN NO. 002 647 645 
ISSN 1326-5644 
PRINTED BY PMP Print 

DISTRIBUTED BY Gordon & Gotch 
PHONE 1300 65 0666 
FAX 1300 65 0777 


8 PCPP 





Get: to the 


B new screaming machines 
are hitting the streets of 
San Francisco and London. Not to 
mention the buildings, fountains 
and shopping malls. The only rule in 
this race is: There aren’t any rules. 


www.microsoft.com/games/midtown2 


t % 

4 i 

J » 

G 








SPOTLIGHT 


FIRST LOOK! 



WE ANSWERED ACTIVISION'S CALL FOR A NEW KING WITH ALL DUE HASTE... 



Cities 


Units j Diplomacy j Options j Espionage 


004449] Rl 50694 


CAUSE AND EFFECT 


GO\ERNMENT 


Current Government 


FOOD 


PRODUCTION 


COMMERCE 


Workday: 


Public 

Works 


Required: 


Collected: 


Crime: 

Consumed: 


Crime: 

Upkeep: 

Wages: 

Subtotal: 


Subtotal: 


Subtotal: 


City Use: 
Public Works 


Stored: 


CLOSE 


Strength | Embassy | 


Geometry on 


1660 BC 


GOLD 


[1004449 


1 £ 


PUBLIC WORKS 


Declare War 


50694 


CLOSE 


Plains - French 


DETAILS 


GENRE 

Strategy 

MULTIPLAYER 

Yes 

DEVELOPER 

Activision 

PUBLISHER 

Activision 

DUE 

4th Otr 2000 

URL 

www.activision.com/ 

games/ctp2 



10 PCPP 







CAUSE AND EFFECT 
3 Empire Happiness: 


Current Government 


Tyranny 


FOOD 

Rations: 


m 9 




— 

Required: 

[ 

13 

Collected: 

[ 

237 


Crime: 

r 

11 

Crime: 

Consumed: 

r 

~ D 

Upkeep: 

Subtotal: 

r 

24 

Eayirr | Cilfei 

Subtotal: 

i 1 Unit* 

Stored: 

r i 




PRODUCTION 


Workday: 


[0 4 

*=J 


Public 

Works: 


ess 


COMMERCE 


Wages: 

j=dk 


r« 


C'olkclrl: 


[ 273~ 


Science 

. >x: 

Sheeted: 


r T4 

r — nr - 


[ 681 


Crime: 

Upkeep: 


r 


r 


IT 

"55“ 


Free market capitalism in all 
its glory as public works 
spending hits a new low 


C3iaoi4«gn-s.ii5o 


^ ^ Sid Meier had better watch out. 

^ With the release early last year of 
Civilization: Call To Power and now its 
imminent sequel, Activision is making a 
concerted effort to muscle in on what 
was previously Meier's exclusive territory. 

In fact, it might surprise many to hear 
that Call To Power actually outsold Sid 
Meier's Alpha Centauri - and by a 
considerable margin as well. Both of Meier's 
next games, Dinosaurs and Civilization III 
(yes, it is coming), remain miles from 
completion, thus presenting Activision's rival 
forces the perfect opportunity to grasp the 
turn-based strategy crown. 


Talk it over 

However, the coup will need to be staged 
without the name Civilization at the helm. 
Thanks to legal manoeuvrings far too 
complex - and, quite frankly, tedious - to 
enter into here, Activision has been obliged 
to remove from its game's title the word that 
has become synonymous with painfully 
deep, hardcore strategy for the past decade. 
Hence, Call To Power II, as it will now be 
known. It will certainly be interesting to see 
how it fares without this titular cachet. 


To ensure the Call To Power series not 
only survives but prospers into its second 
iteration, the in-house Activision 
development team has addressed the 
concerns some had with the first. Fora start, 
the interface issues have been ironed out, 
resulting in a more intuitive and less 
cumbersome affair. As the annoying 
necessity of constantly de-selecting units 
was the original's only glaring fault, this 
bodes well for the sequel's quality. As does 
the greater attention given to diplomacy. 
Always a tricky piece of the design of any 
strategy game, the diplomatic options need 
to be extensive and varied without the 
player's exchanges with other leaders 
becoming unpredictable and unrealistic. Call 
To Power ll's negotiation model allows for 
proposals and counter-proposals and the 
ability to respond via a range of tones (from 
friendly to hostile), all amid the added 
consideration of geopolitical borders. 



Balance of power 

Elsewhere it seems to be a case of tweaking 
and fine-tuning the already accomplished 
gameplay. The timeline begins in 4,000 BC 
and concludes 300 years into our future. 


Yet in a decision sure to surprise all but the most 
pessimistic stargazers, the entire game 
remains truly earthbound. One can only 
assume the absence of space exploration 
makes for an easier time balancing the game. 

Speaking of balance, much thought has 
gone into providing varied routes to victory, 
whether it be via military, scientific, 
economic or cultural means. The challenge 
here is not so much to make trading your 
way to power just as feasible as fighting, but 
to make it equally enjoyable. Few strategy 
games have even come close in this regard, 
and Call To Power II faces the extra difficulty 
(but in a good way, of course) of possessing 
an excellent combat system, one that is 
significantly in advance of its Meier- 
influenced competitors. 

If Activision achieved its goals, then this 
is one call we'll find very tough to resist. 

David Wildgoose 


WHY CALL TO POWER II DEMANDS A SECOND LOOK. 


+ The first in the series was a 
rough gem... 


...that's been vigorously 
polished for this sequel 


There hasn't been a great turn- 
based strategy game for ages 


"♦That classic Civilization 
gameplay remains 


PCPP 11 



SPOTLIGHT 


FIRST LOOK! 



NOVALOGIC'S FIRST TWO SHOTS WERE SLIGHTLY OFF, BUT THIS ONE'S RIGHT ON TARGET 



DETAILS 


12 PCPP 


GENRE 

Tactical Shooter 

MULTIPLAYER 

Yes 

DEVELOPER 

Novalogic 

PUBLISHER 

Electronic Arts 

DUE 

4th Otr 2000 

URL 

www.novalogic.com 






Anyone who believes that 
violence can't be 
therapeutic obviously hasn't 
traveled with CityRail 




m 


Novalogic's Delta Force games 
^ have distinguished themselves 
as some of the most popular tactical 
shooters in existence, particularly within 
the multiplayer community. The games' 
realistically undulating terrain and 
expansive maps have taken the tactical 
shooter out of its traditional CQB (That's 
'Close Quarters Battle', acronym fans - 
Ed) domain and planted it firmly in the 
realm of the sniper. 

Neither title was perfect, however, and 
both have been criticised for their use of 
voxel graphics. Although the use of voxels 
allows the portrayal of landscapes that are 
far more life-like than anything constructed 
from polygons, the resulting performance 
hit was enough to confine enjoyment of 
both titles to those with high end PCs. 

Using a new, 3D accelerated engine, 

Land Warrior will feature realistic terrain 
certain to rival that of its predecessors, but 
this won't be at the expense of the 
impressive view distances so critical to this 
type of game. The only casualty of the 
introduction of the new engine will be the 
overlaid grass textures that served to 
conceal the player in Delta Force 2. 


Though, in light of the dramatic increase in 
game speed, and the enormous improvement 
in the size and interior detail of structures, 
this trade-off seems more than acceptable. 


Bring in the specialist 

Land Warrior will depart even further from 
the established formula with the 
introduction of five distinct characters. These 
characters will specialise in particular forms 
of warfare, including sniping, demolition and 
underwater operations, and will benefit 
greatly when employing related weapons. 
For example, the sniper will be able to pick 
off distant targets with relative ease, but 
other characters will find their aim with a 
sniper rifle adversely affected by their own 
breathing patterns. Similarly, the heavy 
weapons expert will find his aim when firing 
a heavy machine gun to be fairly steady, but 
other characters will be forced to correct 
their aim to compensate for the weapon's 
recoil. These character classes and their 
associated advantages will carry over to 
multiplayer, which will bring even greater 
variety to that aspect of the game. 

As is to be expected, Land Warrior will 
offer a number of new weapons, including 


a silenced variant of the PSG-1 sniper rifle, a 
semi automatic grenade launcher, and a 
submachine gun with a 100 round 
magazine! The AT4 (a modernised version 
of the LAW rocket), a fully automatic 
shotgun, several new assault weapons and 
the silenced SOCOM pistol will round out 
the arsenal. And, according to Novalogic, 
there is the distinct possibility that 
additional weapons will be introduced 
during development. 

With eight different multiplayer modes to 
be offered over Novalogic's Novaworld service, 
and the promise of even more ways to 
dispatch unwary enemies from a kilometre 
away, odds are that Land Warrior will prove 
to be the best Delta Force game yet. 

Brett Robinson 


WHY DELTA FORCE: LAND WARRIOR DEMANDS A SECOND LOOK... 


+ l fc ' s basec * on the joint project + It will be possible to switch 3D acceleration will make it + It's got the only thing cooler 

between Novalogic and the Army combat roles mid-mission accessible to low-end PC owners than sniping - silenced sniping 


PCPP 13 



SPOTLIGHT 


FIRST LOOK! 



THE VIDEO CAMERA IS MIGHTIER THAN THE SWORD 



DETAILS 


14 PCPP 










L 


GENRE 

Realtime Strategy 

MULTIPLAYER 

Yes 

DEVELOPER 

Mathematiques 

Appliquees 

PUBLISHER 

Ubi Soft 

DUE 

1st Qtr 2001 

URL 

www.ubisoft.com 


B3U 






Using the media to manipulate 
^ the masses is certainly nothing 
new. Since the creation of the first 
printing press, the media has served as 
one of the most powerful propaganda 
weapons in existence. Perhaps one of 
the best examples of this can be found in 
the 1991 Desert Storm conflict, when the 
likes of CNN and the BBC had the world 


The pre-school was a 
front for a military 
command post. Honest! 


iJ 

sa 

lift 

I iM 


convinced that the allied forces were 
conducting a surgical war against Iraq. 

The Western forces were supposedly 
using only 'smart' munitions allegedly 
capable of discriminating between legitimate 
military targets and day care centres. In 
reality, less than 2% of the munitions 
deployed against Iraq were 'smart', with the 
majority simply being unguided explosives 
dropped in an indiscriminate fashion - a 
process known as carpet bombing. 

Spin doctors 

Peacemakers, the current title for this work-in- 
progress, will be the first realtime strategy title 
to address the crucial role played by the media 
in armed conflicts. Successfully completing 
specific missions will hinge as much on an 
ability to manipulate the civilian population 


as it will on battlefield superiority. Without 
carefully crafted media coverage, the player's 
own population may protest their country's 
involvement in the conflict and engage in 
demonstrations reminiscent of those staged 
during the Vietnam War. But with a crack team 
of spin doctors feverishly working around the 
clock, even the destruction of a civilian 
medical facility could be attributed to any 
number of fabricated external factors. 

The political defeat of a rival country's 
ruling party can prove just as sweet as a 
military victory, and achieving this will be a 
distinct possibility in Peacemakers. The 
game's developer promises that extremely 
advanced Al will render individual combat 
units virtually autonomous, minimising the 
need for micromanagement and allowing 


the player to focus on the theatre of 
operations as a whole. 

Gameplay will be further streamlined by 
the fact that commanders under the player's 
control will eventually become delegates 
able to issue orders to subordinate units 
without the need for player intervention. The 
Al of the enemy will be geared such that 
anticipation of the player's moves will 
influence its use of tactics, and it will learn 
favourite tactics used by the player and 
devise means to combat them. The result of 
this, according to Mathematiques 
Appliquees, will be that no two battles will 
ever be won using the same strategy twice. 
Due early next year, Peacemakers is one RTS 
game we'll be keeping a close eye on. 

Brett Robinson 


WHY PEACEMAKERS DEMANDS A SECOND LOOK... 


^ It will change the way you look + Advanced Al will make unit Its unique take on the genre is -+• News choppers will make 

at news coverage monitoring a thing of the past especially refreshing calibrating SAM's easy 


PCPP 15 



SPOTLIGHT 




Thief Storms Back 


TWO MORE IMMERSIVE REALITY SIMS IN THE PIPELINE 


In exciting (but not exactly 

unexpected) news, Eidos and Ion 
Storm have officially announced the 
development of Thief 3 and Deus Ex 2. 

In the wake of the closure of Looking Glass 
Studios, several former Looking Glass 
employees have been snapped up by the 
Austin arm of Ion Storm and immediately 
assigned to the Thief 3 and Deus Ex 2 
development teams. Harvey "Witchboy" 

Smith, Lead Designer of Deus Ex, will adopt 
the role of Project Director of the sequel, and 
ex-Looking Glass programmer, Chris Carollo, 


will spearhead development as Lead 
Programmer. Two other former Looking Glass 
programmers will pump out Deus Ex 2 code, 
while Steve Powers, Monte Martinez and 
Ricardo Bare will reprise their roles as 
designers. Surprisingly, Warren Spector will 
be overseeing both projects simultaneously. 
But we're confident that lending his genius to 
both projects will prove extremely beneficial. 

While very little concrete information on 
Deus Ex 2 can be found at this early stage, 
Thief 3 data is even scarcer. However, what 
Ion Storm promises is markedly increased 


depth and freedom, and 
the minimisation of 
incidents that limit the 
options available to the 
player. We just hope that the 
original concept for Thief 3 - 
where the player was free to 
wander the entire City at will - 
hasn't been abandoned. 

Release dates for the titles won't be 
predicted for some time, but the fact 
that both games will blow us away 
seems inevitable. 


16 PCPP 





SPLINTERED 


Doomed Game 

ID FORFEITS QUEST EXPERIENCE POINTS 


id Software's Graeme Devine recently 

revealed the specifics of the title the 
company was working on before it 
abandoned the project in favour of creating 
a new Doom game. 

Tentatively titled Quest, the game 
would have "combined the RPG massively 
multiplayer ideas of a game like Everquest 
with the multiple server features of a 
Quake-style game," said Devine. "Quest 
would have had a small party of five, like a 
fighter, barbarian and magic user, and the 
players would sign on to a Quest server 
and have it be a different server with 
different missions and quests. You would 
have been there on your own - you and 


your five buddies against the world. Each 
server would have been run by a person 
akin to a Dungeon Master in Dungeons & 
Dragons who would have been in control 
of the environments the players found 
themselves in, right down to the rats 
crawling around on the ground." 

Such a concept seems intriguing in the 
extreme and, for us at least, holds greater 
appeal than yet another iteration of the 
Doom series. Devine's displeasure with the 
decision to halt development of Quest was 
revealed in the final sentence of his 
statement which simply read, "I hope that 
somebody makes that game". Like countless 
others, we're inclined to agree. 




Melbourne-based 
developer, Stromlo 
Entertainment, has 
closed its doors 
following EA’s 
withdrawal of 
financial backing for 
the Descent-esgue 
shooter, Splinter. EA 
allegedly felt that 
Splinter too closely 
resembled Forsaken, 
which sold poorly 
worldwide. Despite 
the fact that Splinter 
was nearing 
completion, EA 
pulled the plug, 
forcing the company 
to undergo 
liquidation. Several 
former Stromlo 
employees have now 
moved on to other 
local companies 
including Auran and 
Blue Tongue. 



The Settlers IV 


BLUE BYTE NOT READY TO SETTLE DOWN JUST YET 


The lads from Blue Byte Software are now working on the fourth incarnation 

of the hugely popular Settlers series. Subtitled The DarkTribe, Settlers IV will 
chronicle the evil Morbus' efforts to rid the Earth of all things green and leafy. As is to 
be expected, the game will introduce a staggering array of new units and structures, 
and require a more measured approach to combat. Visuals will also receive the update 
treatment, as will Settlers IV's multiplayer options. The game's estimated release date 
stands at December 2000, but early 2001 seems a bit more likely. 


PCPP 17 




SPOTLIGHT 


FRIENDLESS SKIES 


The intensely 
anticipated B-17 The 
Mighty Eighth will no 
longer feature any 
multiplayer 
capabilities. 
According to Hasbro, 
this lamentable 
decision arose from 
the extreme 
difficulty the 
developer 
experienced in 
compressing game 
data for 
transmission. 

Though hobbled by 
this omission, B-17 II 
looks like it will still 
be a phenomenally 
enjoyable game. But, 
for now, a moment of 
silence is in order. 


Nomads 

STRATOSPHERIC WHAT? 


■ Radon Labs, the developer of 

Urban Assault, is toiling away on an 
interesting new game that will combine 
elements of realtime strategy with 
action/adventure and roleplaying styles of 
gameplay. The most compelling aspect of 
Nomads will be its stratospheric milieu, 
which will see the player construct factories 
and bases on enormous floating islands. 
These factories will produce combat units 
including zeppelins, biplanes and the like. 

The player will therefore have the ability to 
pilot individual units or command squadrons 
of them. Although Radon has yet to find a 
publisher for Nomad, it is anticipated that 
the game will be completed in late 2001. 




Project Overdrive 

WALK ACROSS THE WORLD IN SEVEN HOURS 


Russian developer Vistage is 

presently working on an intriguing 
action game that promises to redefine 
the term 'immersive world'. Project 
Overdrive will hybridise the firstperson 
shooter and driving genres, offering the 
type of gameplay that may very well 
revolutionise the industry. The extremely 
ambitious title will exactingly model an 
entire city - from smog-shrouded 


skyscrapers in the CBD to tranquil forests 
on the periphery - that will take seven 
real-world hours to cross on foot! The 
game will offer the player unprecedented 
freedom, making it possible to enter any 
building, steal any vehicle and undertake 
any number of nefarious assignments for 
local crime syndicates. Barring any 
unforseen delays, Project Overdrive will 
grace our PCs early next year. 


Stupid Invaders 

THIS TIME IT'S THE ALIENS COPPING A PROBING 

■ The dying adventure genre may soon experience a resurgence with the 

impending release of Stupid Invaders. Inspired by the Space Goofs TV series, 
Stupid Invaders will pit five bizarre aliens against the evil DrSakarine. Like so many 
mad scientists, Sakarine wishes to subject the clueless quintet to a barrage of 
horrendous experiments. It'll be up to the player to see that the intergalactic 
infiltrators escape the clutches of the Dr unscathed. With sharp, colourful graphics 
that could only be described as 'trippy', Stupid Invaders seems destined for success 
upon its Xmas 2000 release. 




18 PC PP 







Add-ons 

NEW EXPANSIONS COMING 


■ At this year's ECTS, Blizzard has announced the inevitable 

expansion pack for Diablo II. Set in the Barbarian Highlands, 
the pack will see the player treading the path of destruction wrought 
by Diablo's brother, Baal. In addition to a swag of new quests, the 
expansion pack will introduce two new characters - the Assassin 
and the Druid - as well as more than ten new monster species and 
hundreds of new items. Those spectacular cinematics will also 
make a welcome return. No official release date has been 
announced, but Blizzard is hoping to have the expansion pack 
completed within the first half of 2001. 

It's not often that a game is blessed with more than one expansion 
pack, but this will certainly be the case with the glorious Rollercoaster 
Tycoon. The Loopy Landscapes add-on will include new rides, 
amenities, themes, attractions and scenarios. For the sick bastards 
among us, this will mean even more opportunities for creating havoc. 
And as an added bonus, Loopy Landscapes will also ship with the 
original Corkscrew Follies (or Added Attractions, as it was called locally) 
add-on, for those who don't already own it. Tremendous value for 
money - especially for the die-hard fans - Loopy Landscapes should 
appear on store shelves within the next few weeks. 


Big Huge Publishing Deal 

REYNOLDS SIGNS UP WITH MICROSOFT 


Earlier this year, several former 

Firaxis staff members opened up 
a development studio of their own 
known as Big Huge Games. The small 
studio was founded by Brian Reynolds, 
co-designer of Alpha Centauri and one 
of the talented people behind 
Civilization II and Colonization. Big Huge 
Games' work on an as yet unknown 


strategy title has now been given a 
boost with the announcement that 
Microsoft will be publishing a succession 
of titles developed by the company. This 
announcement followed Microsoft's 
purchase of a minority stake in the 
Maryland-based developer. According to 
Reynolds, the fruits of Big Huge Games' 
labour won't be revealed until the 


estimated completion of the game in 
2002, but specific details on the game's 
features will be unveiled in the very 
near future. Reynolds went on to state 
that Big Huge Games will be developing 
titles aimed specifically at the mass 
market, and did not rule out the 
possibility of his company developing 
for Microsoft's X-Box console. 



World Sports Cars 

EMPIRE'S LATEST MAY BECOME THE GENRE'S GREATEST 


Empire Interactive looks set to 

raise the realism bar with its latest 
racing sim, World Sports Cars. The game 
will place the player behind the wheel of 
some of the world's fastest automobiles, 
and allow them to push their abilities to 
the limit on several gruelling circuits. Not 
exactly revolutionary stuff, but the game 
will also permit the player to take their 
vehicle of choice off the race track and 
onto the surrounding streets! 

With just enough mechanical 
tweakage to put Gran Turismo to shame, 
World Sports Cars will also excel in the 
physics and damage modelling 
departments. And if you think it couldn't 
get any better than this, then check out 
the graphics for yourself! 




UBI-MENSCH 


Red Storm 
Entertainment has 
been acquired by 
industry giant 
Ubisoft. However, the 
celebrated founder 
of the tactical 
shooter genre will 
retain its autonomy 
by operating as an 
independent, wholly 
owned subsidiary. 
Thus, development 
of Tom Clancy 
properties (such as 
the venerable 
Rainbow Six) will 
continue unabated. 


PCPP 19 








AFTER DESIGNING THE BRILLIANT SYSTEM SHOCK 2, 
IRRATIONAL SET UP AN OFFICE IN CANBERRA. 

THIS IS THE TALE OF THE TEAM'S FIRST GAME... 


DEVELOPER DIARY 

Irrational Games Australia on... 

Freedom Force 


I Hi and welcome to the PCPP exclusive 

developer diary for Freedom Force! We 
aim to write a regular column here that 
will give you an insight into how we 
go about making this game. This 
isn't going to be your regular hype 
loaded PR spiel. We'll focus less 
on the great features and cool 
things we are putting into the 
game and talk a little more 
about why we are making 
certain decisions and what it's 
like to be a games developer. 

A little background first: who 
are we? We're Irrational 
Games Australia. You may 
know us from a game 
called System Shock 2. 
Irrational is currently working 
on a PS2 title, the Lost, but has 
also opened a new office in 
Australia - and that's us. So we're 
an interesting mixture of 
experienced developers and fresh young 
faces. That's always a recipe for great 
things, I think. 


The concept 

Well, enough background - what are we 
actually doing? In this column I want to talk 
a little bit about the process of turning an 
idea into a game. Lots of people come up 
with great game designs all the time but 
very few of these ever get burned onto a CD 
and put on a store shelf. Where do the real 
shipping game designs come from? 

Many game ideas are sequels - like Shock 
2. Sequels appeal to publishers because 
they are far less risky for the publisher 
than an original title. Game players 
generally like sequels for the same 
reason - they're getting a known 
quantity. Of course, the problem with 
sequels is that they can get stagnant and 
boring - and from a development point of 
view they are less fun because there's far 
less creative work for the developer. 

Many other games are licensed 
products. These aim to cash in on 
characters or worlds created in other 
media. Sometimes publishers do 
something really daring and spin a licence 
into new genre likeX-Com Interceptor or 
Barbie Combat Simulator. But let's 
face it, licensed products, with a 
few obvious exceptions, are 
generally uninspired efforts. It's 
not hard to see why this is so - 
developers have to work within 
pretty tight constraints, often 
having to get all 
content cleared 
through a 3rd 
party who 
really isn't 
interested in 
the game. 

The rarest of all 
game concepts are new 
concepts. Within this 
category an even 
rarer game is 
the game that 
branches out 
into a new genre of 
gameplay. Most games 
are fairly straightforward 
reinterpretations of established 
gameplay ideas: realtime strategy, 
firstperson shooting and so on. To be 
allowed to create a new form of 
gameplay or a new genre is a rare 
luxury for a developer because it's 
so risky for the publisher. 


A super idea 

So, in creating a new game 
concept you first have to think 
how you are going to pitch 
the idea to a publisher. 

What is going to sell 
this idea to the publisher? Do you have a 
licence? Do you plan to make a sequel? Are 
you doing a twist on an established genre? 
If so, how will you distinguish yourself from 
the rest of the pack? Do you have a brilliant 
new concept? If so, how will you convince 
the publisher that it will sell? 


With Freedom Force, we 
think we have discovered 
an interesting niche that i£ 
both clearly popular and yet strangely 
untapped. Our gameplay contains 
interesting novel elements (destructible 
terrain), a mix of established mechanics 
(RPG systems, realtime tactical combat) and 
a genre that is popular but under- 
represented (comic book superheroes). 
Those are the basic ingredients that we 
mixed to get this game from our heads and 
into the publisher's marketing plan. 

Of course, once the game has been sold 
to the publisher, one commences the long 
process of actually building the monster 
that has been dreamed up. This process is 
largely a process of compromise along with 
a large measure of blood, sweat and tears. 
We'll talk more about that in the next 
edition of the diary, coming soon! 

JONATHAN CHEY 
Managing Director Irrational Games 
Australia 


20 PCPP 










miivs oy cnycb T>raopor 


The legacy continues. 


TM 


AVAILABLE DECEMBER 2000 

www.mattelinteractive.com 


WINDOWS 

95/98 

CD - ROM 



v kJAUNGEONS 

> ”^rIgons 1 

www.poolofradiance.com 




©2000 Published and ^stributed by Mattel, Inc. All rights reserved. The SSI logo is a registered trademark of Mattel. Inc. DUNGEONS & DRAGONS. FORGOTTEN REALMS. POOL OF RADIANCE, and the Wizards of the Coast logo are trademarks owned 
by Wizards of the Coast. Inc. Windows is a registered trademark or trademark of Microsoft Corporation in the United States and/or other countries. All other trademarks are the property of their respective owners. 





SPOTLIGHT 



Coming soon... 

PCPP'S ESSENTIAL GUIDE TO 
THE GAMING MONTHS AHEAD 

OCTOBER 

Anachronox (Ozisoft) 

Blair Witch Vol 1 (Jack of all Games) 

C&C Red Alert 2 (Electronic Arts) 

Crimson Skies (Microsoft) 

Metal Gear Solid (Microsoft) 

Midtown Madness 2 (Microsoft) 

No One Lives Forever (Electronic Arts) 

Star Trek Voyager: Elite Force (Activision) 

Tony Hawk 2 (Activision) 

Tribes 2 (Havas) 

NOVEMBER 

Alice (Electronic Arts) 

B-17 2: The Mighty Eighth (Hasbro) 

Black & White (Electronic Arts) 

Blair Witch Vol 2 (Jack of all Games) 

Colin McRae Rally 2 (Ozisoft) 

Giants: Citizen Kabuto (Interplay) 

Quake III: Team Arena (Activision) 

Rune (Jack of all Games) 

DECEMBER 

Commandos 2 (Ozisoft) 

MechWarrior (Microsoft) 

Obi-Wan (Playcorp) 

Oni (Jack of all Games) 

Sacrifice (Interplay) 

Star Topia (Ozisoft) 

JANUARY 

Alone In The Dark (Infogrames) 

Hitman (Ozisoft) 

Loose Cannon (Microsoft) 

MechCommander 2 (Microsoft) 

Return to Castle Wolfenstein (Activision) 
Simsville (Electronic Arts) 




E 

BLACK & WHITE 

2 

Duke Nukem Forever 

3 

Warcraft 3 

4 

Commandos 2 

5 

Team Fortress 2 

6 

Star Trek: Elite Force 

7 

Giants 

8 

Halo 


Freelancer 


Simsville 


□ The monkey's have it! To our immense 

surprise - and, it must be said, pleasure - 
Peter Molyneux's glorified Tamagotchi leaps to 
the top of the tree this month. With that pesky 
little Diablo game out of the way, there was 
absolutely no stopping the combined force of a 
giant cow, oversized tiger and mammoth ape. 
Just below it seems there are still plenty of 
foolhardy types content to wait. . . and wait. . . 
and wait. . . for Duke and Warcraft 3. But will you 
still be voting for them this time next year? Our 
money says you will. Further down there’s a 
return for the spunky looking Giants and a new 
entry forSimsville. 

This month's winner, Sally Jameson of 
Doncaster, VIC, has won herself a copy of 
Simsville, which should be arriving in January. 


Send your Top Five Most Wanted Games to 
PC Powerplay at: 

wanted@pcpowerplay.com.au 


22 PCPP 






PCPP'S MOST RECENT GOLD AWARDED 

GAMES - BUY THEM ALL! 


Baldur's Gate II 

Interplay 

Classic roleplaying courtesy of 
Bioware, Black Isle and the 3rd 
Edition AD&D rules. 


Earth 2150 

Mattel Interactive 

Extensive and exhaustive, this is one 
of the most accomplished realtime 
strategy titles in a long time. 


• Score 90 • Issue #52 


Ground Control 

Jack of all Games 

Swedish developer Massive 
redefines realtime strategy with 
intense tactical combat and a 
glorious 3D engine. 



Deus Ex 

Ozisoft 

Is it an RPG? Or is it an FPS? Deus 
Ex lets you decide how you want to 
play it. The best game of all time, 
in our humble opinion. 


Shogun: Total War 

Electronic Arts 

Demanding swift tactical acumen 
and heavy strategic thought in 
egual amounts, Shogun is deep 
wargaming without peer. 







Thief Ml Hitman 

David: Take your time, guys Brett: Pass me my garrotte 



X-Com: Alliance Silent Hunter 2 

Hugh: I'm an abductee Major Des: Dive! Dive! Dive! 



CHARTS 

THIS MONTHS BEST SELLERS 


The Official Australian 
PC Games Chart 

Compiled by Inform in association with AVSDA July 2000 

Top 2D Best Selling Full Price PC Games 

(>$29.95 inc. GST) 


Position Game Title 

Game Type 

1 

© 

Diablo 2 

RPG 

Z 

© 

Icewind Dale 

RPG 

3 


The Sims 

Strategy 

4 

5 

Sim Mania Pack 

Bundle 

5 


Cmmd. B Cnqr. Tiberian Sui 

Strategy 

B 

Tk 

Age of Empires 2 

Strategy 

7 

© 

Vampire: The Masquerade 

Adventure 

8 

•0- 

Shogun: Total War 

Strategy 

9 

© 

Dark Reign 2 

Strategy 

ID 

© 

Brand Prix 3 

Racing 

II 

© 

Motecrnss Madness 2 

Racing 

12 

ft 

Baldurs Bate 

RPG 

13 

© 

Deus Ex 

RPG 

14 

© 

Sim City 3D0D 

Strategy 

15 

© 

Croc 2: Legend of The Gobbes Platform 

IB 

J} 

Cmmd. B Cnqr. World Warfare Strategy 

17 

© 

Sanic/Barfield/Baku Pack 

Bundle 

18 

© 

Commandos: Behind Enemy Lines Strategy 

19 


Age of Empires 

Strategy 

2D © 

Dune 20DD 

Strategy 

ni’ 



0 200D Inform ABN 5306787641! Ail rights 

nformBIPPPiW 

resented. Product or company names may 
be trademarks, or registered trademarks, of 
their respective corporations. Inform forbids 

A 


V S D A, 

all reproduction or distribution of this 
material in part or full without prior 
consent, for further information contact 
Phil Burnham on (02)9264 0095 or visit 

(Australian Vi 

snal Software Distributors Association Ltd 


Harvev Norman 



SAVE 15% 

OFF ANY TOP 20 GAME! 

Name: 

Address: 


State: Post Code: 

Harvey Norman franchisees would like to offer readers of 
PC PowerPlay an exclusive discount offer on the titles 
appearing on the Official Australian PC Games Chart. 
Simply complete the coupon and take it into any 
Harvey Norman franchise store to claim your discount. 

• Limit of one per person. Original voucher must be presented & completed to claim the discount. 
Not to be used in conjunction with any other offer. Not redeemable or transferable for cash. 
Offer ends 31st October. Customer details may be used for further promotional activities. 

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[H 1 would like to receive news & 

| other special offers 

HP1 


PCPP 23 











Digital Island 


The Barg are everywhere , and! it's your jab ta give 'em a one-way ticket to “fragviiie.” Voyager 
is trapped in a nuil space teeming with deadly aliens that you and ynur elite Hazard Team must 
destroy . lt f s first-person-shooter action that won f t quit — can f t quit — as you defend Voyager 
from certain assimilation — or death - Voyager is depending on you . 

Lock and load . 


www.digitalisland.net 


www.startrek.com 


www.activision.com 


AdiVisioN 


TM, © and ©2000 Paramount Pictures. All rights reserved. Star Trek, Star Trek: Voyager and related marks are trademarks of Paramount Pictures. This product contains software technology licensed from Id Software, Inc. Id Technology ©1999 Id Software, Inc. 
All rights reserved. © 2000 Activision, Inc. Activision is a registered trademark of Activision, Inc. All rights reserved.AII other trademarks and trade names are the properties of their respective owners. 






Limited offer! Exclusive Star Trek Voyager Elite 
Force messenger bag (valued at RRP S30) FREE 
when you purchase the game. 


Team AI is made 
seamless by the 
Quake III Arena m 
engine . Characters 
react, adapt, and give 
their lives for a 
common goal . 


Hi-tech weapons 
make for incredible 
firepower, as you frag 
the Borg with brutal 
blasts of defiance. 


10 


j The Quake III Arena 
\ engine provides 
\ detailed, curved 
surfaces aboard 
| Borg cubes and other 
\ beautifully-rendered 
[ ships. 


The Quake III Arena engine goes to /<> 
new frontiers for the first time! ^ 




INBOX 


iINBOX 

Letters Tip: Don't mow the lawn with a vacuum cleaner 

Write to: PC PowerPlay Letters, 78 Renwick St, Redfern 2016. Email: letters@pcpowerplay.com.au 




Implemented particularly 

Heyy'all. Love your magazine. Do I 
win a prize now? [A prize for the 
most cliched opening line, perhaps? 
- Ed.) Damn! 

Anyway, I just wanted to ask why 
games developers bother to pump out 
those useless FI "simulations", and I 
use that term very loosely indeed. Take 
FI 2000 for example. It comes Prom EA 
Sports, who indeed has developed 
some pedigree in the last Pew years. It 
features the FIA license, and it is based 
on the 2000 season. It all seems to be 
in place, except they overlooked one 
thing. Actually making a good game. 

I read with interest some reviews 
of it, and they said that in some 
aspects it has better physics than 
GP2, still the best game of all time 
(IMO). So I went and tried it out (hired 
it Por $5 overnight). I installed it, 
drove the thing Por about half 
the time it took to install and 


then removed it Prom my machine, 
where it will never find it's sorry ass 
parked ever again. 

"Controlling" the car is based more 
on luck than skill, and why is there a 
lag with the braking? You say, "I want 
to brake. . . now". The game, however, 
decides that no, it does not want to 
brake at that particular moment. It 
hasn't finished doing its hair or make- 
up or something, and will get around 
to braking in its own time when it is 
good and ready. 

The tracks bear little resemblance 
to their real-life counterparts and the 
graphics and sound are poor at best. 
The only good thing about the game is 
the damage, which I thought was 
implemented particularly well. 

Do they even bother to look at 
what comes before? Yes, here we have 
game-x, which is widely believed to be 
the best in the genre. Now, we really 
should make something better than 
this, but that would take way too much 
time and effort. How about we rush out 
a half-finished useless piece of crap 
and hype it up so that stacks of 
people go and buy it. Yes! That 
is what we will do! Ha ha! Why 
didn't we think of this before? 

Shaun Hodges 


Yet the twist in the tale, you'll be 
relieved to hear, is that stacks of 
people didn't go and buy it. 
Fortunately they all seem to have 
chosen Grand Prix 3 instead. 

The reset button 

I bought Diablo II the day it came out, 
and have been trying to play it ever 
since. After waiting three years for it, 
I'm amazed at how often the game 
locks up my system. It happens every 
hour or so, and nothing I or my tech 
mate does can fix it. I have a TNT2 and 


a SoundBlaster card, and the bright 
pink 'after thought' piece of paper that 
came in the box tells owners of these 
cards to install the latest drivers. We 
did that, as well as run Scandisk after 
every freeze up (Scandisc finds errors 
after every freeze), and I've uninstalled 
and reinstalled the game twice. 

When it freezes the computer, the 
only way out of the freeze is to hit the 
reset button, something I have had to 
do about ten times a day since buying 
this product. I'm not going to play it 
any more because I can't afford to 


LETTER OF THE MONTH 


Issue the contents 

You asked for our opinions on the 
direction PCPP is taking, so here goes: 

1. 1 love the light-hearted tone 
your magazine takes - it's part of 
what makes it distinctive. But I strongly 
feel this should only be the case where 
it doesn't detract from the magazine's 
utility. I'm trying to decide whether I 
should buy "Dogs of War". Your 
review gave it an 81 with an "against" 
of "It's not called War Monkeys. 
Boo...!". I find it hard to believe that 
warranted a 19% markdown. 

2. Editing. Obviously the 
occasional error is unavoidable, but 
some blatantly obvious ones seem to 
be the norm at PCPP. In Issue #51 the 
CD Guide section on MDK2 is on 
some sort of hunting game instead, 
in an earlier issue the contents page 
labelled a picture clearly from Shogun 
with the page number and title of 
"Diablo II". And I've lost count of the 
number of times I've seen "caption 
caption caption" under a picture. 

3. I'd personally like to see more 
on Tech, but unless I miss my guess 
PCPP will be focussing on a different 
topic each issue and one of these will 
be tech, so I'm fine with that. 

4 The review section seems to 
have shrunk - or is it just that there 



wasn't much out this month? That's 
all of the bad stuff. The good stuff is 
that the bad stuff is all exceptions 
and I 99% like the new direction 
PCPP is headed in. Keep up the 
good work. 

Keith Bissett 

Thanks for the compliments, but 
to address your concerns: 

1. We just couldn't resist the 
monkey reference. Hopefully you 
found the actual review text more 
than justified the score. 

2. With our strict, new, 
proofreading nanoaugmentation 
installed, such incidents are a 
thing of the past. 

3. Enjoy the new Tech section. 

A. It's a cyclical thing. Most 

publishers hold their big releases 
for the end of the year, meaning 
that the winter months tend to be 
rather slow. 


26 PCPP 








THE TOP 100: THE RESPONSE 


As I speak 

You guys would not know a good 
game if it slapped you in the face. 
How the hell did Messiah get 54th 
and Thief II get 4th? They should be 
the other way round. Messiah is 
soooo good. 

You guys suck. How the hell did 
Quake III get in there? Get over it, it 
ain't that good. 

The worst game on the list is 
System Shock 2. You have got to be 
kiddin' me that it was scary. I finished 
it in two weeks and I barely even 
played it. How can you piss your 
pants over a game like that? 

I have every game in the Top 10 
and half of them are shit. What, you 
like playin' shit games? Play Diablo II 
and Messiah and Dogs of War. 

Owww, my god, I am reading this 
as I speak... The Sims. The goddam 
Sims. Whoever thought of the concept 
for that deserves to die. 

Andrew Eggins 

Right, you, outside - now! 


Comes in 9th 

To the brain dead vegetables who 
saw fit to attempt to compile the Top 
1 00 Games of All Time. Take your pills 
and go back to sleep... 

I cannot believe that Quake did not 
rank in the top ten, let alone the top 
100. You show a shambler standing 
on top of a podium, implying that 
Quake is the number one game of all 
time (which it is), yet it doesn't even 
get a mention in the list itself. 

Quake II comes in 63rd. How you 
worked that out I'll never know. And 
Quake III comes in 9th. But where was 
Quake? I've read your Top 100 six 
times now, and Quake still isn't there... 

Is there something wrong with 
you people? How can a game that 
brought so much to the FP5 community 
not make it into the Top 100? Quake 
brought us 3D modelling as opposed 
to bitmaps. Quake brought us great 
single player games. But its best 
feature was multiplayer! How many 
of us started our multiplayer lives on 
Quake? There were so many mods for 



Quake. How many of us have stayed 
up all night playing Clan Arena or 
Team Fortress? Quake has to be one 
of the most popular games of all time. 
It should've been number one, but 
you gave Deus Ex that title. 

You say that the games that made 
it in were "the most playable, 
entertaining, challenging and 
downright fun". Was Quake not all of 
the above and more? I rest my case 

Simon Turner 

You seemed to have missed the 
point of the list. Why would you 
play Quake today when you could 
play Quake M's superior single 
player game or one of Quake Ill's 


brilliant multiplayer options? The 
Top 100 is about acknowledging 
the best, not the most important. 

Fat monkey's ass 

Although you're right about Deus EX. 
It kicks the fat monkey's ass down 
the stairs then back up. Have you tried 
to kill everyone in UNATCO and survive? 

Ryan Schlegl 

Yes, but it's more fun trying to kill 
everyone in the Underworld bar 
and Free Clinic in Hell's Kitchen. 

Just about right 

I wanted to let you know that I think 
you got the Top 100 just about right. 
But I believe System Shock 2 deserved 
2nd place next to Deus Ex. Otherwise 
it was excellent. Keep up the good work. 

Michael Haysman 

And on that warm and fuzzy 
note... Bye! 


replace my harddrive when it goes 
eventually. I have looked through the 
tech forum on the Blizzard web site 



and there are heaps of people with 
the same problem. 

Now, with patch vl.02 installed, it 
freezes up every ten minutes or so. 
Blizzard obviously hasn't tried to fix 
the problem, and despite scores of 
complaints from gamers suffering the 
same problem posted on the Blizzard 
Tech Support Forum, Blizzard has not 
said anything about trying to get a fix 
ready. This to me is totally unacceptable. 

I think everyone contemplating 
buying this game should know it is 
really a beta version rather than a 
finished product. And if they have a 
TNT2 or a SB, they should seriously 
reconsider buying this version of it 
because it may not run on their system. 

After waiting three years, and 
spending $100 on it (GST is another 
story), I am seriously pissed off by the 
product and Blizzard's attitude. 

Mark Yan 


Its rightful context 

I cannot believe that you could be so 
naive as to publish that image of Stevie 
Killcreek (sic). Do you honestly realise 
how female readers are going to feel 
about it? Is it your intention to become 
a boys only magazine? I have no 
problems with "mens" magazines or 
the background image in its rightful 
context, but I cannot believe that you 
do not realise just how misoginistic (go 
look that word up (Oh, the irony - Ed)) 
the doctored picture you have printed 
is. Do you believe that it is appropriate 
for your publication? 

As editor, David, it is your 
responsibility to control the content of 
the magazine and whether you realise 
it or not you have screwed up. I 
suggest a formal apology to the 
female readership. If you have any 
creditability (sic) left you will publish 
this letter and some form of 
justification or response because I can 
garrantee (sic) that I am not the only 
person who is thinking this way. 

Nathan Thompson 

The doctored image of which you 
speak was meant as a satirical 
joke. Ion Storm had used 
Killcreek's "ass" to promote 
Daikatana, so we just wanted to 
show who the real "ass" was - 



namely, John Romero. Believe it or 
not, Nathan, yours was the only 
letter of complaint we received. 

Aspect of stealth 

I was reading through the issue that 
had theTop 50 games of all time and I 
noticed that Thief: The Dark Project 
scored in at only 3rd. I'm sorry, maybe 
I'm just an unusual person, but I think 
the only game that surpasses Thief is 
Thief II. There is a reason for this: 

Thief introduced a concept that 
although was well known, was not 
widely focused upon or even used. I'm 
talking about stealth. Games like 
N64's Goldeneye have a slight aspect 
of stealth (the "shoot them quietly" 
sort), but no game has actually had 
stealth as a major point. 

Wolfenstein 3D and Doom 
revolutionised the way firstperson 
shooters are played and many, many 


BYTE SIZE 


If you wish to sue me (keep in mind 
that I am a poor student), then 
imagine that I received a falsified 
letter from John Dewhurst giving me 
permission to pimp Tony. 

Peeholio PooSlice 


games have been based on the same 
concept - some to spectacular effect 
(Quake, Half-Life, Unreal, Dark Forces) - 
but none of the newer games have 
really changed the way the games are 
played. Thief and its successor have 
changed the way games are played, 
among other things, making the 
player think before, and during, acting. 

The point I make is this: games 
come and games go. Some are fun 
and some are not. But every once in a 
while, a game is created that not only 
surpasses boundaries, but redefines 
them. Thief and Thief II are truly 
examples of this sort of game. May the 
Hammer fall on the unrighteous! 

Christopher Aynsley 

The Top 50? Yikes, that was in 
January's issue. I wonder what 
you're going to make of the Top 
100 when you get round to 
reading it in nine months time... 


PCPP 27 








GAME BOY 


Dreamcast 




NEW TRICKS + TERRAIN 


© 1999, 2000 Activision Publishing, Inc. All rights reserved. Published and Distributed by Activision Publishing, Inc. Developed by Neversoft Entertainment, Inc. Activision is a registered trademark and Tony Hawk’s Pro Skater and Pro Skater 2 are trademarks of 
Activision, Inc. Tony Hawk is a trademark of Tony Hawk. Licensed by Sony Computer Entertainment America for use with the PlayStation® game console. PlayStation and the PlayStation logos are registered trademarks of Sony Computer Entertainment Inc. Licensed 
by Nintendo. Game Boy and Game Boy Color are trademarks of Nintendo of America Inc. © 1 989, 1 998 Nintendo of America, Inc. Sega, Dreamcast and the Dreamcast logo are either trademarks or registered trademarks of Sega Enterprises, LTD. 1 002235.997. AU 


TOnV HRWK 5 T 

PRO SKRTER 


Hawk’s back. And this time he’s brought new pros (Caballero, Koston, Mullen), 
new tricks (Bluntslides, BS/FS Noseslides + Tailslides, Hurricanes, Heelflip 
Varials, Melon Grabs, Airwalks, Judos, etc.) and new technology (Real-Time 
Skatepark Editor, Create -A-Skater). Build a skatepark in your house. Then 
shred it (the park, not the house). Build your own pro (mullet or not, you 
decide). Then compete against the real ones. You’ll also find sick new terrain, 
insane videos and a Career Mode where you earn cash money to move up in the 
rankings. THPS2, taking you to levels that were once reserved for mere legends. 


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DOWNLOAD THE TONY HAWK'S PRO SKATER* 2 
PC DEMO AT WWW.BLUETDRCH.COM 


AcliVisioN 









YOUR CONNECTION TO THE INTERNET 



Welcome to Server, 
PCPP's venture into 
the world of online 
communication. 

You may have 
noticed that the 
section appeared for 
the first time last 
month in what was 
essentially a public 
beta. Allow me to 
now to formally 
introduce the section 
and myself. I've been 
manning the Tech 
section as Hugh's 
occasional wingman, 
and while I'm not 
abandoning that area 
entirely, my 
emphasis will now be 
on all things 
connecting you to 
the world. 

Each month we'll let 
you know what's 
happening around 
the net - stuff that's 
not necessarily 
game-related, but 
we're not talking 
share floats here. 
We'll keep you 
updated about 
broadband and look 
at what a particular 
ISP can offer you. 
You'll also be 
presented with in- 
depth features on 
the people and 
ideas that keep the 
net interesting. 
Come in, we think 
you might like what 
you find inside... 
seb@next.com.au 


Tech giants slam Napster 

THE MP3 SWAPPING SITE GAINS SOME UNEXPECTED ALLIES 



Your Support for Napster Can Make a Difference 

There are many ways that you can help us continue to grow the world’s biggest 
and best online music community. 

Stay connected to the Napster community by running the Napster application 
even when you're not actively searching for MP3s or communicating with other 
community members. This is a simple, easy way to express your support for 
person-to-person file sharing. 

Support artists who support Napster. Let your favorite artists know that you 
support Napster. Use Napster to discover new artists. Check out our Artists Pa ge 
to learn more. 

Let the major record companies know that you're a music fan and you support 
Napster. Click on the Labels Pa ge to get their addresses or write an email that 
we'll pass along for you. 


Get political on the Con g ress Pa ge. You'll find an interactive form which you can 
use to contact your local Congressional representatives directly by typing in your 
zip code. 

Go to the Forums to discuss issues with other members of the Napster music 
community. 

home I download I speak out I new artists I press room I help 

Copyright 2000 Napster tnc. All Rights Reserved 


■ A broad coalition of technology 

and Internet companies are Piling 
legal briefs that are bitterly critical of 
August's court decision against Napster, 
saying it could threaten the future of much 
of the technology industry. 

The parties involved, including the 
Consumer Electronics Association (CEA), the 
Digital Media Association (DiMA) and 
NetCoalition, are careful to say that they are 
not explicitly supporting either side in the 
high-stakes lawsuit. But each group's 
separate arguments go a 
long way to support 
Napster in its battle against 
the Recording Industry 
Association of America. 

The CEA includes giants 
such as Sony Electronics, Apple Computer, 
Cisco Systems and hundreds of others 
across the industry. DiMA is 
composed of many of the 
leading online music 
companies, such as 
Listen.com and EMusic. 

NetCoalition is a US-based 
lobbying group that includes 
Yahoo, America Online, 

Amazon.com and Excite@Home, 
among others. 

Several of the trade associations 
contend that federal Judge Marilyn Hall Patel 
misapplied copyright law that protects 
technologies with "substantial non- 
infringing uses". If her decision is used as 
precedent for other cases, it could threaten 


development across the 
consumer technology 
sector, they say. 

Patel's decision late 
last month sided with 
the record industry and 
said it is likely Napster was 
at least partly liable for 
massive copyright infringement 
on the part of its members. She 
ordered that the music-swapping site 
prevent copyrighted material from being 
traded via its technology which would 
essentially shut Napster down in its current 


form. Napster was granted a stay of 
injunction (see Server last month) until the 
hearing. A court date has now been set - 
the trial is scheduled to commence on 
October 2, 2000. 

The fact that a trial date has been set 
suggests that the appeals court has not 
agreed to Napster's motion to have the 
RIAA's injunction against it thrown out 
completely, which the software company's 
lawyers requested on 18th August. If 
Napster is unsuccessful in this motion the 
final nails may be hammered into the music 
swapping service's coffin this month. 


30 PCPP 





K*GRIND 


The X-box: a digital VCR? 

MICROSOFT EXPANDS ITS NEXT-GEN CONSOLE SPECS 



Microsoft has apparently updated its X-box spec to provide 

the console with digital VCR functionality. The revised 
specification - which has been leaked from Microsoft's games 
division - calls for an increase in the system's hard drive 
capacity from 8Gb to 40Gb. This change is said to be not 
simply a move with the times, but has been implemented 
specifically to provide for digital VCR capabilities. 

The leaked information entails that the X-box will 
have the same kind of features thatTivo and ReplayTV 
currently offer. These systems allow users to record like 
a VCR, but also to watch a show not long after it has begun. 

Due to Web-based TV listings such devices are even easier to 
set up for recording than G-Code enabled VCRs, and best of all 
they can be set up to do away with the commercials. As with the 
Tivo and ReplayTV's services, in order to use the digital VCR 
features Microsoft will require X-box users to subscribe to 
Web-based TV listings. We'll keep you posted with further 
developments and the official response to this leak. 


K*GRIND FLIPS 
INTO ISP MARKET 

K*Grind has stepped 
into the ISP market 
following its high- 
profile decision to 
quit the entertainment 
business. K*Grind 
has licensed its Web 
publishing software 
and cable Internet 
browser to Quadtel, 
which plans to sell it 
to ISPs. K*Grind's 
software allows 
content to be 
accessed via WAP 
phones, dialup 
Internet connections 
and broadband 
Internet connections. 


xjk * • u "(Hi Pt ^0- : A* 

Home Support Products Aoct Tools Downloads About Us Contact Sttema 


Broadband Access 

iiNet's broadband solutions use cutting edge technology to deliver high-speed 
low-latency Internet access. Broadband is ideal for business connections that desire 
higher throughput, plus in the home to use multimedia technology such as streaming 
audio and video. 

iiNet's cable access product is the first Cable Internet service in Western Australia. We 
are similarly pioneering wireless and other broadband technologies in conjunction with 
our carrier company, iiTel. 

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We offer a number of "add-ons" to our accounts. They allow you to upgrade your 
account with extra features without the need to purchase a high-end business 
solution. They provide the ideal way to give your small to medium organisation a 
professional edge. 


ISP Watch 

MONTHLY SERVICE PROVIDER NEWS 

■ Each month ISP Watch will give you important 

information on a particular provider. To kick it off let's give 
some info on a broadband access solution for our west coast brethren. 

www.iinet.com.au 

Perth ISP iiNet has more than doubled its user base in the past 
year. The influx has come with competitive dialup pricing and the 
rollout of cable access in Perth - a promise on which neither 
Telstra nor Optus have been able to deliver. iiNet also has plans 
to deliver ADSL using Telstra's exchanges in the near future. 

iiNet's top dialup account is $33 per month with unlimited hours. 
The plan includes a 'soft' 750Mb download limit, the penalty for 
exceeding your allotted volume: "You may experience degraded 
performance on your account". iiNet's cable access starts at $40 
per month for the 500Mb Cable Home package and $100 gives 
you double that limit on the Cable Express plan. However there's 
currently no unlimited cable plan and the penalty for exceeding 
your limit is monetary - not a slap on the wrist as with dialup. 


Broadband Report 

WHAT'S HAPPENING WITH ADSL 



Telstra ADSL @ www.telstra.com.au 

Telstra has released its ADSL pricing to 
strong criticism, in similar circumstances to 
the launch of its cable Internet service. 
Potential users are unhappy with the 
restricted bandwidth and volume-based 
pricing Telstra has introduced. 

While ADSL can theoretically provide up 
to 6Mbps high-speed access, Telstra has 
restricted home access to 512Kbps downstream 
and 128Kbps upstream transmissions. The 
$73 per month Blast Off plan offers 256/64Kbps 
and a 500Mb monthly download limit. The 
unlimited volume plans. Freedom Standard 
and Deluxe, cost $78 for256/64Kbps and 
$89 for 512/128Kbps respectively. Telstra will 
only make its 1.5Mbps/256Kbps high-speed 
service available to business customers on its 
Business Deluxe plan. Installation price 
depends on the length of your contract; a 
three month contract will set you back $399 
but if you commit to 18 months the price 
drops to $189. And in addition, if you're not 
with Telstra for your long-distance calls 
expect to pay a $16.50 premium on all plans. 


Primus ADSL @ www.primus.com.au 

Primus has also released pricing for its ADSL 
services. Primus' Homejetand Bizjet ADSL 
services provide either 256/64Kbps, or 
1.5Mbps downstream and 256Kbps 
upstream. The plans cost $69 for a 
256/64Kbps service with a 300Mb monthly 
download limit, and $110 for the 
1.5Mbps/256Kbps connection with a 500Mb 
download limit. Either plan can be provided 
with no download limits for an additional $5 
per month, and installation - including an 
Alcatel ADSL modem - starts at $295 for a 
three-month contract, reducing to $187 for 
an 18-month contract. Like Telstra, Primus 
sees ADSL as a point of loyalty and charges a 
10% premium for customers not preselected 
with the company for long distance calls. 

ADSL pricing is under scrutiny by the 
ACCC, which has issued a call for public 
comment on digital line pricing. Currently 
Telstra's wholesale price for ADSL is $63 for 
256/64Kbps connections; the consumer 
watchdog believes this price should be closer 
to $36 per month. 


PCPP 31 






Diablo II Web Resources 

IF THE GAME'S SALES ARE ANY INDICATION, THEN THESE SITES WILL BE 
FLOODED WITH HITS IN THE COMING MONTHS 


■ The internet is overflowing with 

sites dedicated to Blizzard's 


phenomenally popular RPG, making the task 


Diablo II Realm 
features some 
really cool fan- 
created art 
(bottom) 


of locating the good ones rather difficult. 

But, being the altruistic folk that we are, 
we've separated the wheat from the chaff to 
bring you a detailed listing of the best Diablo 
II web sites around. 




www.blizzard.com/diablo2 

Home of the Chaos Sanctuary - a 
consolidated source of Diablo II information 
and news, straight from the demon's mouth. 
The official nature of the information posted 
here makes it the most reliable, and the 
comprehensive nature of the site makes the 
Chaos Sanctuary one of 
the few genuinely 
useful official 
game sites in 
existence. 



www.diabloii.net 

Clearly the best unofficial Diablo II site, 
Diabloll.net outshines even the likes of the 
Chaos Sanctuary by virtue of the intimidating 
volume of information it presents. Page 
upon page of timely advice is accompanied 
by intriguing anecdotes that enhance the 
player's understanding of the subject matter 
and serve to entertain at the same time. The 
various forums are an invaluable source of 
hints and tips, and the trading forum is 
perfect for those looking to offload some 
particularly valuable unique items. There's 
even an auction forum allowing subscribers 
to buy and sell exceptionally rare weapons 
and suits of armour. Be sure to check out the 
Hardcore Graveyard, where you can read 
the tales of woe of unfortunate souls who 
spent countless hours developing their 
characters, only to lose them at the hands of 
meddling siblings and chronic lag. Some 
accounts are quite sad, but more than a few 
are awfully amusing. 



guildtimes.diabloii.net 

Sister site to the incredible Diablo ll.net, 
the Guild Times is the premier Diablo II 
guild resource. Packed with anything and 
everything guild related, this is the site to 
go to if you are looking to join a guild, 
would like to promote your own guild, or 
wish to forge alliances with (or declare war 
on) other guilds. The forums make 
recruiting new members or contacting 
existing ones a pretty straightforward affair, 
and the guild site reviews are particularly 
informative. This is also the best place for 
those bearing a grudge against spineless 
player killers to commission one of the 
dozens of bounty hunting clans that 
frequent the message boards. 



tdl.diabloii.net 

The other sister site of Diabloll.net, The Dark 
Library is chock full of well-written fan 
fiction regaling the visitor with the tales of 
evil, honour and valour. Find solace in the 
tales of valiant warriors and sleep soundly at 
night, safe in the knowledge that those 
strong of body and pure of heart are 
continuing to keep the minions of the Lord 
of Darkness at bay. 



www.d2realm.com 

Another excellent site, the Diablo II Realm 
offers the latest news and some useful 
downloadable utilities. However, the 
greatest attraction of the Diablo II Realm is 
its fantastic Fan Art Gallery. Depicting 
dozens of sumptuous, fan-created 
drawings, renders and collages, the gallery 
showcases the works of some truly 
talented individuals. 



stonewolves.freeservers.com/index.html 

The Stone Wolves are one of the few 
Australian Diablo II clans. Although they 
don't have a large number of members, all 
their members are extremely active players. 
As such, the Stone Wolves are a very close- 
knit clan of intrepid adventurers who are 
only too happy to welcome similarly 
dedicated players into their pack. 


32 PCPP 










The Soviets are back -this time on American soil. And their mysterious mind-control technology is turning 
Americans into mindless automatons. Take up arms for the Red, White and Blue-or just the Red. Red Alert 2’s 
vast arsenal of land, sea and air units offer new levels of brain-busting strategy. Infiltrate with Terror 
Drones. Crush 'em with Apocalypse Atomic Tanks. Light 'em up with Prism Can nons . Whatever your 
allegiance, Command & Conquer: Red Alert 2 pushes the frontier of RTS gaming. 










IRWI 

THE INTERNET 


ONLINE 


www.winamp.com 

The world's most 
downloaded Mp3 
player 



www.napster.com 

What the fuss is 
all about... 


•>. 



www.mp3.com 

A huge collection of 
Mp3 related news 
and resources 



www.scour.net 

The scour client is a 
major competitor to 
Napster, but also 
works with other 
media besides Mp3 



Gnutella.wego.com 

Download the 
Gnutella client 





www.imesh.com 

A client very similar 
to Gnutella 



Digital Audio 

AFTER STEALING HIS MUSIC, LARS ULRICH HAS 

HUGH NORTON-SMITH... 


■ Unlike the introduction of the tape, 

CD orMiniDisc, the Mp3 phenomenon 
can claim a genuine grass-roots heritage. 
Originally developed by the Fraunhoffer 
Institute in late 1997, Mp3 has already had a 
genuinely revolutionary impact. 

Mp3, which stands for Mpeg-1 Audio 
Layer 3, is a compression system for music. 
Basically, the Mp3 format helps reduce the 
amount of bytes in a track, without hurting 
the sound quality. How? By removing 
extraneous audio data and superfluous 
information from the original WAV file. 

More specifically, Mp3 eliminates 
redundant audio frequencies that cannot 
be heard by the human ear. 

The ultimate aim of Mp3 is to reduce a 
CD to around a 10th of its original size 
with minimal loss in sound quality. With 
Mp3, a 40Mb .WAV or CD file can be 
squashed into a tiny 4Mb of space. The 
reduced size of Mp3 files makes their 
distribution over the Internet very feasible. 
Even dial-up users can download entire 
songs in a matter of minutes or an entire 
album in a couple of hours. 

With the ever expanding size of 
today's hard drives, Mp3 makes it quite 
possible to store thousands of Mp3 files 
on your computer. And by rigging up a 
hefty pair of speakers to your soundcard, 
you can convert your PC into a formidable 
hi-fi system. 


The opinions (not) expressed by 
Metallica are not necessarily 
the views of Camp Chaos 
Entertainment, the producers 
of this short film. 


The following contains strong 
language. Viewer discretion is 




Mp3 files can be played through the 
bundled Windows Media Player or a 
specialist program like Winamp orSonique. 
And, unlike other media formats, Mp3 uses 
very few system resources during playback. 
There are competing formats, yet none have 
achieved the recognition of Mp3. 

Windows Media Audio (WMA) is a 
format developed by Microsoft, which 
promises to beat Mp3 at its own game. 
Developed recently, WMA has a far 
superior method of compression than Mp3 
- music can be compressed to a much 
smaller size, while retaining the same 
music quality. WMA has also garnered the 
favour of industry types, as it implements a 
rudimentary copyright verification 
mechanism. However, it remains to be 
seen if a proprietary format like WMA will 
catch on, particularly considering the 
established fanbaseand industry 
acceptance of the Mp3 standard. 



$200 

ticket 

+ $20 

compact disc 

+ $50 

t “shirt (good!) 

+$100 

cock ring 

Rich “ass [Metallica 


HITMAN ON 



The Digital Revolution 

Much to the chagrin of the RIAA (Recording 
Industry Association of America), the Mp3 
file format has become hugely popular. All 
their belated attempts to stamp out the 
burgeoning Mp3 movement have only 
served to publicise the phenomenon. For 
instance, the RIAA has made a huge effort 
to shutdown Napster and Mp3.com, both of 
which offer commercial music for 
download. Joining the fracas are Dr. Dre 
and Metallica, who - to the disappointment 
of their fans - have slapped multi-million 
dollar lawsuits against Napster. Thanks to 
daily media coverage of the Napster vs. 
Metallica legal wrangling, just about 
everyone knows that Napster allows for 
easy trading of copyrighted music. 

Until Napster arrived, searching for Mp3 
files online was a nightmare. Who else but 
the most fanatical music fans had the 
patience to sift through dozens of broken 



34 PCPP 











UNDERGROUND 



links, 

mediocre ftp 
search 
engines 
and IRC 
(Internet 
Relay Chat) 
fora single 
track? 
Napster, 
which went 
online mid-1999, 
changed all this. Within minutes of 
installing the Napster client-server, users 
can happily download as much as their 
patience and ISP account allows. No Mp3 
files are stored on the Napster-owned 
servers. Rather, the Napster software 
acts as a search engine, and connects 
you directly to the PC from which you 
are downloading. 

Like most of these ideas, Napster was 
the brainchild of a college student with a 
high-speed connection, too much time and 
a fascination with leading edge computing 


technology. Shawn Fanning developed the 
original Napster application and service in 
January 1999 while a freshman at 
Northeastern University, and operated the 
first Napster server from his bedroom. 
Fanning combined the practicality of an 
Mp3 search engine with the community 
features of IRC. The concept is simple: by 
sharing your music files to the Internet you 
can, in turn, have access to the wealth of 
music stored by other users. At any one 
time, Napster gives access to terabytes of 
downloadable music, although the bulk of 
this is largely repeated material. 

Nutty Gnutella 

Gnutella is another popular peer-to-peer 
file-sharing program. Created by Justin 
Frankel, the rogue programmer 
responsible for Nullsoft and Winamp, 
Gnutella has caused a huge stir. Within 
hours of its open-source release, the 
Gnutella client was removed from the 
Nullsoft website as an 'unauthorised 
project'. Frankel's company Nullsoft is fully 


owned by AOL-TimeWarner, an 
International conglomerate with interests 
in preserving the media status quo. Not 
surprisingly, Gnutella's completely 
decentralised file-sharing capabilities were 
viewed as a threat to their media empire. 

One of the chief vulnerabilities of a 
Napster-like system is its reliance on large 
company-maintained servers. Gnutella 
eliminates this by using a completely 
distributed method of file searching. 

What's particularly controversial is that 
Gnutella allows the end user to share any 
type of file. While Mp3 files are 
unquestionably the most frequently 
distributed files on the system, Gnutella is 
also used for circulating DivX movies, 
pirated software and 'exotic' pictures. It's a 
system guaranteed to give any copyright 
lawyer cold sweats. 

Digital audio is the future. The music 
industry can either maximise the 
beneficial potential of this innovative 
technology or lose their grip altogether. 

It's an exciting time. 


MP3 


IS MP3 ILLEGAL? 

Mp3 is merely an 
audio compression 
standard, so it is 
not illegal. Like 
many technologies, 
it can be 
implemented in 
both legal and 
illegal applications - 
some may use it for 
distributing 
unlicensed music 
material, while 
other may make use 
the technology for 
completely 
legitimate uses. 




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COMPUTER 


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EBI| 

THE INTERNET UNDERGROUND 


The Emulation Scene 

LIKE MOST OLD-SCHOOL GAMERS, YOU PROBABLY HAVE FOND MEMORIES OF BEATING 
M. BISON IN STREET FIGHTER II, BLOWING UP GEOMETRIC TANKS IN BATTLEZONE AND 
SMASHING THROUGH THAT LAST BLOCK ON LEVEL 61 OF ARKANOID. OR YOU MAY 
REMEMBER OPERATION WOLF, DEFENDER AND TEMPEST WITH MISTY EYES. IF YOU'VE GOT 
A HANKERING FOR OLD SCHOOL GAMES, EMULATION ON YOUR PC IS THE ONLY SOLUTION. 
BUT, BEFORE YOU TRY AND JAM AN OLD ATARI 2600 CARTRIDGE INTO YOUR FLOPPY DISK 
DRIVE, LET HUGH NORTON-SMITH EXPLAIN... 



ONLINE 


www.swapoo.com 

ROM Search Engine 

® Swapoo! 



www.ultrahle.com 

UltraHLE HomePage 


$ (IIMIU $ 



www.mame.net 
MAME Home Page 



www.zophar.net 

Zophar's Domain 



www.zophar.net 

Zophar's Domain 





■ Emulators got their name because 

they force your computer to 
emulate (obviously) different types of 
hardware. An emulator on your 
system allows your PC to 
imitate the original 
system, and thus play 
games that were intended 
for the original system. 

Emulation doesn't involve 
rewriting old games to 
work on your computer; 
rather, it makes your 
computer play the actual 
code from the original 
game. Thanks to the vast 
number of emulators 
available, a Windows PC 
can emulate almost every type of 
computer platform, ranging from ancient 
arcade boards to the Macintosh and 


Read Only Marne 

Emulation is made feasible through the brute 
power of modem PCs. A PI 1 1-600, for 
instance, is infinitely more 
powerful than an Atari 2600 
system. Of course, a cutting-edge 
PC isn't required for emulating old 
arcade games. However, if you intend to 
run a Nintendo 6 A or PlayStation 
emulator at a decent framerate, a 

beefy rig is a must - The Beast, 
anyone? Generally, the newer 
the emulated system, the 
harder it is to emulate. There 
are many reasons for this, but 
the most principal limitations are 
the lack of processor power and 
the enormous complexity of modern 
microprocessor design. 


But, emulators are rather pointless 
without the original games. Copies of the 
game are made, and are known as 'ROM' files. 
A ROM is a verbatim image of the original 
game code, and is used in conjunction with a 
machine-specific emulator. The legality of 
ROMs is rather a questionable grey area: 
while emulating a system itself is quite legal, 
the ROM image often remains the 
copyrighted intellectual property of the 
publisher. Even if the game is fifteen years 
old, and isn't making any money for the 
publisher, the ROM is still technically illegal 
to own. However, even if you own the original 
media (cartridge/CD), ROMs remain a 
contentious legal issue. Despite this - or 
perhaps because of it - ROMs are available 
from a variety of sources, including many 
underground websites. 


advanced console systems. In fact, there is 
even an emulator available for the 
infamous Tl Speak and Spell! 

Unfortunately, emulators aren't always 
perfect. They are enormously complex pieces 
of software, and most emulators cannot 
completely replicate the abilities of the 
original system. With some emulators, the 
imperfection may be relatively minor, 
including small graphical or sound glitches. 
Other emulators may have difficulties playing 
certain games or, more seriously, may lack 
important features such as sound. 



36 PCPP 





EXCELLENT EMULATORS 

Arcade: MAME 

The touchstone upon which all other 
emulators are measured and found 
wanting, MAME is able to emulate 
countless different arcade games, and 
over 1,000 different arcade boards. 

MAME, the Multi Arcade Machine Emulator is 
an open-sourced project, whose stated goal is 
"to preserve historical games from oblivion." 
Most importantly, MAME can play Street 
Fighter II: Championship Edition... 

(And Mr Do! - Harry). 

Nintendo64: UltraHLE 

Although there are now numerous Nintendo 
64 emulators, Ultra High Level Emulator was 
the first to run commercial games properly. 
It even runs Goldeneye. Sadly, UltraHLE 
requires a 3dfx card, although future 
updates are expected to use OpenGL. Other 
N64 Emulators worth checking out include 
NEmu and Corn. 



PlayStation: Bleem! 

Currently available for both the PC and Sega 
Dreamcast, Bleem is an enormously popular 


commercial PlayStation 
emulator. If you have a Direct3D 
compatible 3D videocard, Bleem! 
can enhance your old 
PlayStation games - instead of 
the usual 320x200 PlayStation 
resolution, games can be run at a 
full 640x480 with better texturing and 
richer detail. Worth checking out, 
particularly if you have a decent library 
of PlayStation titles. 

NeoGeo: NeoRage 

The best NeoGeo emulator out there, Neo 
Rage lets you enjoy all of the arcade 
classics at full speed on any Pentium 166 PC. Also 
includes extensive joystick support, enhanced 
resolutions and near-100% compatibility. A must 
have, especially for fans of archaic 2D fighters. 



Super Nintendo: Zsnes 

Most will agree that the SNES was the seminal 
16-bit console, with epic games like Super 


Mario World, Final Fantasy, the immortal Super 
Street Fighter II Turbo and StarFox. Zsnes, the 
foremost SNES emulator, can play most games 
and is even able to emulate the cartridge- 
based SuperFX chipset. 


NES: NESticle 

Despite the unattractive name, NESticle is the 
most capable NES emulator available. Although 
it uses DOS, a Windows 'frontend' is available. 
There are a huge variety of ROMs available for 
the NES, making NESticle one of the most 
popular emulators. 

Atari 2600: Stella 

The Atari 2600 Video Computer System, 
introduced in 1977, was the most popular home 
videogame system of the early 1980s. Stella, an 
open-source multi-platform VCS emulator, allows 
you to enjoy all of the hundreds of Atari games 
available. Excellent compatability. 




Sega Megadrive: GeneCYST 

GeneCYST is the first 68k emulator that 
runs almost all Megadrive/Genesis games 
flawlessly. Genem is also worth considering. 




Streetfighter 2: 
Champion Edition and 
Ghosts 'n Goblins 




COWS GO MOO. ! 
CATS GO MEOW.! 
GAMES GO 
CHEAP. 



eBay is the home of great deals. Why? huge range of items to choose from. So 
Because you can drive your own bargain whatever your heart desires, log on and 
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THE INTERNET UNDERGROUND 


ONLINE 


http://www.divx- 
digest.com 
The Bible of DivX 
Information. News, 
trailers, step-by 
step guides and 
many utilities. The 
page includes a link 
to FlaskMpeg. 



http://divx.ctw.cc/ 
Official DivX 
homepage. 

Includes PC, Mac 
and BeOS codecs. 

http://www.project 

mayo.com 

The heir to DivX: 
from the original 
team who hacked 
the DivX codecs, 
ProjectMayo will be 
completely free of 
Microsoft-owned 
code. The designers 
claim that it will 
feature a 

significantly faster 
decode engine. 



http://www.fm4.org/ 

main.html 

FreeMpeg4 provides 
you with info about 
current DivX releases. 



IjEvnSRSQQlSK 


http://www.3ivx.com 

Another codec 
showing some promise. 




DivX ;-) and Mpeg-4: 

The Future of Digital Video 

HUGH NORTON-SMITH INVESTIGATES THE RAPIDLY SPREADING NEW VIDEO CODEC 



■ The battle over digital rights is 

welling up on the Internet. With the 
commotion overMp3s and Napster gaining 
widespread media coverage, a more 
insidious form of media piracy is about to 
hit the mainstream. A new video technology 
is floating through the computer 
underground that holds the promise of 
doing for movies what Mp3 has done for 
digital music - and the scene is flourishing. 
Anyone with a high-speed connection, a 
relatively speedy PC and the hacked DivX 
codec can now download almost any 
recently release movie in a matter of hours. 

It has Hollywood running for cover. 

Background notes 

While perennially popular in Asia (and 
Haymarket), Video CDs also have a 
hardcore enthusiast following on the 
Internet. For some time now, devotees of 
the Video CD scene have been able to 
download entire films from the Internet, 
albeit at reduced picture quality. The main 
problem, however, is that Video CDs look 
terrible. The two formats used (generally 
ASF and MPEG) are marred by horrendous 
pixellation, sub-standard framerates and 
lo-fi audio. With the proliferation of DVD, 
the poor quality of these formats became 
unacceptable. Enter DivX. 

DivX - which has no connection to the 
defunct DivX 'self-destructing' DVD format 
promoted by the Circuit City retail chain - is 
the work of 'I33t hAxOrs' who go by the 
pseudonyms "MaxMorice" and "Gej". DivX 
uses a modified version of Microsoft's 
Mpeg-4 Version 3 implementation. 
Essentially, DivX uses the Mpeg-4 method 
of compressing a video stream used in 
conjunction with Mp3 audio. This allows 
for high quality video and audio, allowing 
the compression of entire films with 
minimal picture degradation. Using the 
advanced features of DivX, most films can 
be stored on a single CD, with picture 
quality comparable to DVD. (The 
screenshots really don't do it justice - DivX 
must be seen to be believed.) 

To play DivX files, obtaining the DivX 
codec is necessary. This will allow Microsoft 
Windows Media Player 7.0 to read the encoded 
file. Playback at full framerate requires a 
relatively fast processor (at least 400MHz). 


Home cinema 

Using the DivX codec and FlaskMpeg, anyone 
with a DVD drive can create high quality videos 
on their home PC. The process is relatively 
simple, although there is a definite art to 
maximising picture quality whilst minimising 
the size. FlaskMpeg, a freeware ripper/encoder 
readily available on numerous underground 
websites, uses the DecSS algorithm to rip the 
raw DVD file to disk. FlaskMpeg then proceeds 
to transform this .vob file into a DivX- 
compatible .avi file. The DVD ripping process 
generally takes about three hours, while 
encoding the ripped file to the DivX format can 
take up to an entire day. Obviously, this 
depends on the speed of the computer. A 
decent speed DVD-ROM and a fast processor 
are essential. If under 700Mb, the resulting 
.avi file can then be burnt and stored on CD. 


The Future? 

At the moment, the DivX scene is much 
like the Mp3 scene in late 1997: nascent, 
yet expanding - not to mention a legal 
minefield just waiting to explode. Right 
now, however, DivX remains largely for 
the tech-geeks on fat Internet pipes. 
Indeed, the process of copying (or 
'ripping') a movie from DVD is still 
complicated, and there are no consumer- 
friendly programs to create DivX files as 
yet. 

It is also worth noting, however, that 
the Mp3 scene was just as complicated 
back in 1997, until more user-friendly 
programs like WinAmp started to appear 
on the market. If you think that Napster 
and Mp3 are causing a fuss, then wait 
another six months. 


38 PCPP 





Actively pursue success 

Coming soon... 


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ANALYSIS 

We analyse the future, so you 
can deal with today’s IT issues 


BRAINS 

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we detail the best in downtime 


Australia’s most relevant and focused PC experts 
in one monthly magazine and on one site. . . 


Your total 24 x seven experience 


Get involved with Australia’s first PC-only magazine for the way you work, think and relax: 

Advertising 

Editorial 

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John Stevenson 

(02)9699 0330 

john_stevenson@next.com.au 







> f SPOONMAN'S 
* LAN DIARY 


BLAM - REDLANDS COMPUTER GAMING 
ASSOCIATION 

Location: Alexandra Hills (Brisbane) 

Dates: 7/10/2000 
Players: 40 
Cost: $8 

Web: www.rcga.net 

Eight dollars is certainly not bad value for a LAN, even if it is 
only ten hours. Like most LAN events you bring your own 
PC, plug it in and away you go. Food and drink can be 
bought at reasonable prices so a good value day of fun can 
be almost guaranteed. 

LGA 

Location: Gold Coast 
Dates: 15/10/2000 
Players: TBA 
Cost: $7- $17 

Web: www.daikyo.com.au/lga 

For anyone living in the Gold Coast looking for a very 
structured event this could be foryou.They run several serious 
competitions for all major FPS games and won't allow file 
sharing after the first two hours to ensure a very fast network. 
The venue has automatic locking doors so once you're in, 
you're in, they do however open for dinner where you can get 
a pizza for $6 or other assorted snackage. 

FRAGFEST 

Location: French's Forest 
Dates: 3/11/2000 - 5/11/2000 

Players: TBA 
Cost: FREE 

Web: www.fragfest.com.au 

Amazingly enough this party runs for three days and still will 
not cost you a cent. This could only be described as the deal 
of the century. FragFest runs every two months as well, so if 
you miss one check back on their website and go to the next. 
They will be selling food at the event, so you won't have to 
pack lunches (although you can if you like) which will be at 
usual prices. Whatever the price though, then event is free, 
you can't go wrong. 

GOT A PARTY? 

There are many, many parties each month, so if you'd like to 
draw some special attention to yours then contact 
spoonman@hunterlink.net.au with the details. 

Please try and give two months' notice. 


For submissions, email spoonman@next.com.au 



Battletech 3025 

THE ROBOTS GO ONLINE... 




Kesmai Corporation's BattleTech 

3025 will soon be put through its 
paces in a 10,000 player closed beta test. 

The massively multiplayer title is seen by 
many as a vastly improved sequel to the 
aging BattleTech: Solaris - a game which 
predates Activision's MechWarrior2. 
BattleTech 3025 will hybridise the 
action and strategy genres, 
allowing more than 50,000 
players to join one of five Inner 
Sphere Houses: Davion, Kurita, 

Liao, Marik or Steiner. As a 
representative of one of their chosen 
House, the player will fight at the helm of a 
hulking BattleMech as part of a concerted 
effort to subjugate the members of rival 
Houses. Victory in battle will yield the 
territory of the vanquished. 

The ultimate goal will of course be to 
dominate -if not rule- the InnerSphere itself 
As the player moves up the ranks, strategy 
and politics will play a greater role in the 
proceedings, with the opportunity for 
betrayal sure to present itself. 

BattleTech 3025 was originally 
scheduled fora Q3 2000 launch, 
but delays have seen this date well and truly 
surpassed. As such, Kesmai hope to 
complete the game by Q1 2001. Additional 
information can be found on the official web 
site located atwww.battletech3025.com. 


40 PCPP 







Dudes Arcade 


A LAN RACING EVENT THAT MEANS BUSINESS 





Ultima Online 2: 
another EA.com title 


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THOUSANDS ! 

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EQUIPMENT? I 

THOUSANDS OF BUYERS, THAT IS. 


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Majestic 

EA.COM'S INAUGURAL GAME UNVEILED 


■ At an Electronic Gaming Summit in California, Electronic 
Arts finally unveiled its secret online project. Majesty, a 
massively multiplayer mystery suspense thriller set in the present, will 
make its debut on the EA.com gaming portal. Although very little is 
known about the game itself, EA President and COO, John Riccitello, 
stated that "Majestic will be the first PC game I've seen that will fax or 
phone you. It will actively interact with the player at unprecedented 
levels”. Majestic is expected to 
launch in late 2001, following the 
estimated Xmas 2000 launch of the 
EA.com portal. 


hour, 24 hours a day, 7 days a week. 
Furthermore, if your one of the rare few 
whom can surpass the speed of the "Dr." 

(Jim) behind the wheel, then your stay at the 
Dudes Arcade is on the house! 

Edward Fox 

home.iprimus.com.au/dudes 

For bookings, phone Jim on (02) 93182695 

or (02) 96986710. 


■ The dudes are here! Dudes Arcade 

is a wicked new business running out 
of a house in downtown Surry Hills. When 
you first step through the door, you're 
immediately assaulted by rows of PCs lining 
the walls, all with the one intent: to drain the 
life-blood from any virtual motorists who 
happen to get caught in their web. You'll 
understand what I mean after your first visit, 
and you happen to glance at the clock and 
realise that six hours have already passed! 

That's right, the eloquently named 
"Dudes Arcade" is the latest offering in the 
fast growing world of LAN-tertainment. 

Let's face it, anyone who's ever attended the 
average LAN-day is fully aware of the 
hassle/headache in lugging that bloody PC 
half-way round the world. Additionally, if 
you're lucky enough to own a 21" piece of 
gaming luxury, you'll be unlucky enough to 
score yourself a hernia trying to move the 
bastard. Well, with Dudes Arcade, you 
can forget all that crap, 'cause 
the machines 
are rearing 
and ready 
to go. 


Some of the games on offer include: 
Grand Prix 3, Need For Speed: High Stakes, 
NFS 2: Special Edition, Carmadgeddon 1&2 
and Rally Masters. The systems are all Plll- 
667MHz, Voodoo3/3000 AGP graphics, 
with 17" & 19" monitors. Oh 
yeah! And to top it all off, 
you get all this LAN-mania 
madness for only 8 bucks an 







WVM i°l ence * n th e media has been an 
mam issue for longer than any of us can 
remember. The subject has been with society 
since before computer games, but in the last 
ten years, “games as the violence pariah” 
has been the popular cry of conservatives 
everywhere. We are astonished at how the 
issue is presented so simplistically both in 
and outside the industry: either games are 
the scourge of society or completely 
innocent, harmless fun. 


THE FIRST in fl neu SERIES of debates kicks off 

UITH R LOOK AT A FIOST COnTEnTIOUS ISSUE 


To fill in some of the grey areas and exorcise 
some personal demons, we brought together 
some of the great minds in the PC PowerPlay 
family: Agata Budinska, John Dewhurst, Ed Fox, 
Christian Read, Brett Robinson, March Stepnik, 
Mike Wilcox and David Wildgoose. 

first Reunions 

P1ARCH: I think the issue has been blown out of 
proportion. It has been reduced to accusations 
that violent games like Quake have caused 
events like Columbine. Then you get people in 
the games industry saying, “No they don’t”, in 
response to these accusations and that’s as far 
as it gets. There’s no intelligent debate or 
discussion about violence in games having 


ANY effect whatsoever on people. I get 
frustrated with that. 

DRUID: You automatically think of the 
sensationalist, tabloid reporting of it, that these 
games are training our kids to become killers. 
AGATA: I cringe and think, “Oh, they’re looking 
for that old excuse again.” People are too afraid 
to take responsibility for raising their children. 
BRETT: More than anything the issue highlights 
the inadequacy of our legal system in dealing 
with classification of violent games. Violent 
games have certainly become a societal scapegoat. 
CD: If you are going to design a game with a 
violent element then you will do that but games 
aren’t designed to BE violent. Games are designed 
around a theme, not necessarily violence. 
CHRISTlRfl: Sure. My opinion of violence is this: 


42 PCPP 





Gominc nflTURt 

30HI1: Despite the stigma of violence being a bad 
thing, what makes violence such a popular 
element of these games? 

HIKE: Because you can live out a fantasy, like in 
Half Life. 

CD: Exactly, you can participate in things that 
you would never normally be able to do without 
being thrown in gaol. 

DRUID: But violence isn’t why Half-Life is such a 
good game... 

CD: No. 

DRUID: Otherwise, Kingpin or Soldier of Fortune 
would be even better. 



AGATfl: The aim of the game is not to kill anyone. 
P1ARCH: Violence has only recently been used as 
an effective tool in a game. It’s always been a 
case of shooting shit for the sake of it - it’s the 
thrill, whereas now I think the industry is 
beginning to mature a bit. 

(HRISTIAn: Torment is an example of a different 
kind of game. 

PIARCH: It’s refreshing to not have to use violence. 
]0HI1: Yeah, if you listen to the Black Isle guys, 
the most rewarding character in Torment is one 
that’s high in charisma, wisdom or intelligence. 
It’s heavily weighted to a narrative experience 
rather than an action one. 

DRUID: But in Torment, when you’re having 
those battles with say Ravel, it Just wouldn’t 
have been the same if it was through dialogue - 
if you didn’t have to face those hordes of 
creatures along the way and survive. 

(HRISTIAIl: But that’s not the point, it’s a very rare 
game that has an overall philosophical 
underpinning and it develops thematic structures. 
DRUID: I thought they complemented each other. 
(HRISTIAn: And it's cool to beat the hell out of a Trigit. 

THC RORAUTV Of SLAV1G 

30HI1: It's easier to make a straight-up shooter than other 
games. Is that why violence is so prevalent in gaming? 
DRUID: If you go back to the very first games, they're 
all about shooting things. Look at Space Invaders. 
30HI1: I think it's also apart of the market, they 
want violence. 

CD: It sells. 




Yes, video games are violent. Why? Because 
people like it. We don’t need to hide from it, 
just ACCEPT it. As far as a causal link between 
violence on TV, games, movies, comic books 
and ANYTHING in real life, I completely disagree. 
PIARCH: But the issue is whether it has an affect 
on people’s behaviour... 

CD: Well, I ’ve played a lot of violent games in my 
gaming career and never felt the urge to go out 
and shoot a bunch of my schoolmates. Having said 
that, I’ve played a heck of a lot of racing games 
and that must have had some affect on me 
because I plan to race next year. So I don’t know. . . 
(HRISTIAIl: Not such a good argument then... 
(general laughter) 

CD: I think gaming is something aligned with the 
youth of the world and people worry about 
young, impressionable minds. 

30HI1: So is the stigma attached to violence in 
gaming justified at all? 

CD: I couldn’t say it was black and white but on 
the whole, no it’s not. 

(HRISTIAn: Yeah, there’s terrible violence in 
gaming, you don’t turn on your television and 
watch Friends to see Monica get a chaingun 
and blow Chandler’s face off. . . 

CD: Though you wish sometimes! 

(HRISTIAn: ...your kids generally can’t consume 
that sort of horrible violence. 

AGATft: By the same token, with TV there’s violence 
on the news and in movies, that’s readily available. 


DIAR(H: For me the question is more to what effect 
is violence used? Is it used as filler, is it the 
crux of the game, is that why people play it? 
DRI/ID: Firing guns is a really easy thing for 
programmers to simulate, much easier than 
writing convincing dialogue. 

CD: But in Deus Ex. . . if they decided not to have 
anyone fire a gun, it wouldn’t be the same 
game - it’d be Thief. . . (laughs) 

DRUID: You can do the first mission of Deus Ex 
without firing a gun. 

CD: But you have to fire some type of weapon. 
DRUID: You can use a baton. 

PIARCH: But that’s still violent. 

30HI1: It took a long time for a different version of 
the firstperson game to come along, like Thief. 

It’s a different game in 
terms of violence. 


(HRISTIAIl: I think it’s contextual. You put on 
a game and you generally know that you’re 
going to get a concentrated dose of ludicrous 
violence if you buy a ludicrously violent game. 
RAR(H: Sure, but we’re seeing this from an adult 
perspective - what about younger people who 
don’t necessarily have the faculties to discern 
that, they’re more impressionable. 

DRUID: That’s the tabloid media perception, that 
only kids who play violent games can be 
violent and dangerous. 


DRUID: Well, what is violence? Is it just shooting stuff? 
Is Doom violent? It's so abstract. 
rnAR(H: What about Quake III? 

DRUID: I think action is a better word for it than 
violence since it's so cartoony. 

BRCTT: It's far more focussed on reflexes and manual 
dexterity than on inflicting violence on others 
30HA: Well, is context of violence important then? 
(HRISTIAIl: I think that basically context is the only thing 
that gives you an excuse. Take Soldier of Fortune. 
Personally I am far more offended by Soldier of 
Fortune, which is basically this right-wing hideous 
gun nut game... 

CD: A redneck rampage. 

(HRISTIAIl: ...Kill anything that's not white is basically 
the subtext of the game. Compare that to Quake, 
where you're shooting ludicrous monsters, or Half- 
Life or anything like that. 

DRUID: With Soldier of Fortune, I think the whole racist 
thing is far more offensive than the fact that you can 
shoot someone in the stomach and see their entrails. 


PCPP 43 



FEATURE 



JQHI1: Sure the responsibility lies with parents but 
shouldn't we be legislating... 

DRUID: Parents need classification so that they CAN 
be responsible. 

HIKE: It's like jimmy and Joey dragging their Mum to 
the shop saying, "We want this" and mum says, "Looks 
okay to me" but she has no idea what the content is. 
AGATA: I think parents should take the time to find out 
what the contents of a game are. 

EFFECTS 

P1ARCH: Despite the media, isn't violence in games 
something we should be concerned about? 

CHRISTIAN There's not a lot of fire in the argument. If 
you say that some child killed another and was 
playing Frogger at the time. . . 

P1ARCH: But now we know that the Sun doesn't revolve 
around the Earth... 

DOHA: Is it a general consensus here that violence has 
no effect on gamers? 

MARCH: I think it does. 

DRUID: You can't say that it has no effect. We receive 
so much information everyday and everything has 



CHRISTIAI1: It's that casual brutality that makes me take 
a step back. 

DOHA: Is that an issue in the media and for gamers in 
general? Is context important? 

CHRISTIRH: As soon as it starts cutting close to social 
issues, that's when you take notice of the violence. 

CLASSIFICATIOA 

DOHA: Is that a worry when it comes to children who 
aren't as socially aware of what is acceptable? 
Because something might not be violent but be 
highly offensive in a moral sense. 

CHRISTIAN Very true. I think it's up to society to decide 


ns soon ns it stmts cumns close to socirl issues, 

THnT'S UIHED VOU TRKE nOTICE OF THE UIOLERCE 


what kids see, but I don't want adult viewing matter 
in a game taken away from me because it might 
upset a ten year old. If a parent doesn't want a ten 
year old to see this, turn off the computer. If a parent 
doesn't want their child to read something, take the 
book away. Don't punish me because of this moray. 
JOHn: Material that is appropriate for you or me is not 
necessarily appropriate fora ten year old. 

MARCH: Why isn't it appropriate for a ten year old? 
CHRISTinn: That's opening up a big can of worms. 

30HA: Well, why do we have PG films, why do we have 
M films - that's taken for granted. 

AGATA: But does anyone actually follow them? 

MARCH: I don't think classification's that effective really. 
DRUID: MA 15+ for games is not a restricted category 
anyway, it's just advisory. 

DOHA: Whereas R would be enforceable. 

CHRISTIAA: How many R rated games are there? 

DRUID: None, it's not a classification. 

AGATA: I think it should be up to the individual. If it's to 
do with a child, it should be up to the parent because 
classification is useless when it comes to violence. 


an effect. However it's a difficult thing to gauge what 
kind of effect. 

CHRISTIAA: You can't pick a clear behavioural link. Monkey 
see, monkey doesn't do. It doesn't work like that. 

DOHA: So, has anyone been offended by the violence 
in games? 

CHRISTIAA: I wouldn't say offended. 

ED: Turned off is better. Probably Kingpin. The platform 
of that game is: "I am extremely violent, buy me." 



■Bl 


SOLDIER OF FORTUnE 


VERDICT: GUILTY 

The combination of dubious morals and extreme 
violence make this a worry in anyone’s book. 



KinGPin 


VERDICT: GUILTY 

Carefree gun-slinging in a hip setting is a 
volatile mix. 




THIEF 


VERDICT: NOT GUILTY 

The unique focus on stealth with a well defined 

narrative balances out the violence. 


44 PCPP 






QUAKE III 


HALF LIF£ 


conclusion 

The range of the debaters' opinions, and the subtle 
differences between them, make it clear that this is 
no simple issue. Many fear the disappearance of 
their favourite action titles; others fear the effects 
on younger minds. We are still at the very beginning 
of understanding and effectively legislating for 
violence in games. It will be a number of years 
before the creativity of games developers is not in 
danger while adult material remains out of the 
hands of children. More open and objective 
discussion is needed between industry and 
government to achievement these essential goals. 


DAUID: r ve stopped playing a game because it was 
too violent - Soldier of Fortune. I think that's the key 
point, comparing games to films and TV, the very 
nature of games is the interactivity. It has more of an 
effect because you are in control, but after a while 
you say: "No, I don't want to fire the gun." 

30HR: We talk about kids but aren't there enough 
gaming adults with sense in their heads to justify an 
R classification for games like Soldier of Fortune? 
CHRISTIM): Just remember that classification really 
messes with creative content... 

DAUID: Soldier of Fortune wouldn't get made if there 
was an R classification. There would be so few sales, 
it wouldn't be commercially viable. 


VERDICT: MISTRIAL 

This classic of the genre is full to the back teeth 
with gruesome deaths - but it’s obviously fantasy. 


30HR: So it's an industry thing. 

PlflRCH: What sort of message are we getting out 
there? That we use violence to get somewhere? 
BRETT: It appeals to that basic human desire to be the 
best, to rule. 

PlflRCH: But what sort of an ideal is that. 

30HR: But that's games, isn't it? 

PlflRCH: Is there a common denominator here that we 
can all agree on? 

30HR: I don't think so. I think a lot of opinions are 
quite different. 

AGflTA: But everyone plays different games too, so 
what we'd like to see in games is very different. 

30Hn: Alright, we'll leave it there. Thanks everyone. 


VERDICT: NOT GUILTY 

Made use of terrifying aliens and a scary plot. 

Not particularly gory despite the vast arsenal. 


VERDICT: NOT GUILTY 

This action game is more a sport than anything 

else. More light-hearted than gruesome. 






YET TO BE 
CLASSIFIED 


From the Creator of 

WIZARDRY® V, VI, AND VII 

D.W. BRADLEY 


AcIiyisioH 




Wizards & Warriors is a trademark of Heuristic Park, Inc. © 2000 Heuristic Park, Inc. Published and distributed by Activision. Activision is a registered trademark of Activision, Inc. 
Wizardry is a registered trademark of 1 2591 90 Ontario, Inc. All rights reserved. All other trademarks and trade names are the properties of their respective owners. 




1 - 

wiyf 





j 7ih Level lihrrier 
r Jt?~ UlhUkj njalt Dei 

> (gar ire-lb* icvr. 
Hppfi/tcco ok i 




Encounter over 100 NPCs, battle 350 
different characters and creatures, 
wield weapons and cast 
a myriad of magic spells. 


Create a party of six adventurers from 15 
different professions. Utilize 3 oo 
inventory items, including 
customizable pieces. 


An RPG as Vast as Legend Itself 


In an enchanted medieval realm known 
as the Gael Serran, an evil Pharaoh has 
overcome a curse and returned to wreak havoc. 
Only the legendary Mavin Sword — 
a blade forged of twin metals, 
one cursed by evil, the other blessed 
by the divine — has the strength 
to bring his defeat. 

Can you uncover the mysteries of the 
Sword before terror reigns? 


Over % 00 hours of gameplay with: 


Embark on over 100 quests, mini quests 
and adventures in 200 hours of 
gameplay, battling in real-time 
and turn-based combat. 


• 45 different environments • 3 o skills and 15 stats 
• 60 traits and 8 attributes • 10 races and 15 professions 
• 150 character and 900 possible party combinations • 6 spell books and 120 spells 



PREVIEW 


Obi Wan 



JOHN DEWHURST IS JIMMY SMITS' BODY DOUBLE IN EPISODE TWO, 
SO, WHEN IT CAME TO DIGGING UP THE DIRT ON LUCASARTS' 

JEDI KNIGHT SEQUEL, HE WAS THE ONLY MAN FOR THE JOB. 


DETAILS 


I 48 PCPP 





bi-Wan Kenobi. We have known 
him as a Jedi Master and a 
Padawan. Remembered fondly as the 
Jedi who sacrificed himself for Luke 
Skywalker's escape from the Death Star 
and a good-natured tag-along to Qui- 
Gon Jinn. An important figure? You 
betcha. At this stage in the first trilogy, 
Obi-Wan is the most exciting character 
in the minds of Star Wars fans and 
certainly the most bankable for 
developers. Obi-Wan is a big title, make 
no mistake about it - and Lucas is 
pulling out all the stops. 

This is an important game in the 
LucasArts Star Wars franchise. Touted as the 
sequel to Jedi Knight, which is only just in 
living memory (John is four years old - Ed), it 
has interest from the older Star Wars fans. 
Being set in and around the events of The 
Phantom Menace, the game also has the 
young bloods baying. On another level, it's 
the first LucasArts game based around the 
new trilogy that wasn't rushed out the door 
upon release of Episode One (read cash-in). 
If LucasArts is able to deliver again what so 


UBIQUITOUS FORCE 


Rather than using a selection of preset 
keys to activate your force powers in 
Obi-Wan, they are instead accessed via 
a single Force key that is used in 
conjunction with normal movements. 
Thus a force jump is merely a normal 
jump with the Force key held. This is 
sure to integrate force abilities more 
naturally into the control of Obi-Wan 
as well as make frantic battles that 
much easier. 


many gamers loved in their games of the 
90s, then Obi-Wan will be the first sign. 

Keep the faith 

LucasArts is at pains to make it clear that 
Obi-Wan is definitely not - like The Phantom 
Menace - which was a game version of the 
movie. According to Production Manager, 
Reeve Thompson, "The storyline of the 
movie acts as an outline for the game. That 
is, it takes place during the same time period 
as the film. The game provides a very 
different experience for the player. They will 
become involved with new adventures, 
learn more about the Obi-Wan character 
(one of the most central heroes in the Star 
Wars series) and grow with the character 
from Padawan learner to Jedi Knight." 

The missions in the game follow the basic 
story and at times let you take part in major 
events: you must to find a way off the 
Federation battlecruiser at the beginning and 
reach Naboo to help the princess. There are 
other missions that take place "between" 
events in the movie. This will give a clearer 
view of Obi-Wan and arguably some insights 
into his character. Your journey through the 


catacombs up to the royal palace atTheed is 
an entire level, while in the movie this journey 
was implied. Other missions in Obi-Wan 
include sneaking through a battle droid camp 
in the swamps on Naboo, battling Sith agents 
in the streets of Coruscant and of course a 
showdown with Darth Maul fora finale! 

Thompson states: "We've had some 
license to create new story elements in Obi- 
Wan, and while the game does remain 
faithful to the movie plot, I think people will 
feel like they are getting a new experience 
when they play the game. The game focuses 
entirely on Obi-Wan and provides the player 
with an expanded insight into his thoughts 
and experiences on the events of the film. 
Since he wasn't the main character in the 
film and he wasn't on screen most of the 
time, we were able to take artistic license 
with the story to keep it fresh and 
interesting while adding a variety of new 
elements (additional new quests, new 
characters, new enemies, etc)." 

Putting it in perspective 

While in previous Dark Forces games, the 
player had an opportunity to choose a 



PCPP 49 






PREVIEW 




NO NUMBERS 


firstperson or thirdperson perspective, Obi- 
Wan has a fixed thirdperson perspective. The 
reason for this choice is basically the light 
sabre. Thompson explains: "As a key goal, 
we are working on delivering a new level of 
Jedi experience - including the distinctive 
Jedi moves and more flexible lightsabre 
controls and movements. The thirdperson 
camera should give the best balance and 
provide the player with greater control. My 
experience has been that when using the 
lightsabre, most people - myself included - 
played Jedi Knight in thirdperson mode." 

The LucasArts team have put a lot of 
effort into improving control of the light 
sabre - arguably the sweetest bait for 
potential Jedi gamers. They've come up with 
the Glyph system, which places the control 
of the light sabre with the mouse. Once the 
attack button is held, movements of the 
mouse logically initiate similar actions in the 
sabre. So a push up on the mouse gives a 
high slash; a circular motion will give a 


Rather than the usual HUD with numbers 
displaying details like health, LucasArts 
has gone for a graphic display in Obi- 
Wan. You'll see an outline of your 
character on screen, with a green body 
and a blue surrounding ring. The green 
represents your health, the blue your 
force powers. As you take damage the 
green will fade; likewise as you use up 
your force, the blue fades. The aim is to 
give a more accurate representation of 
battle rather than a bacta tank economics 
exercise. Obi Wan's force will gradually 
restore over time. 



spinning attack; a downward motion gives a 
low attack. There are eight Glyph 
movements currently in the game. The aim is 
to offer an unprecedented level of control 
that is more intuitive than anything seen 
previously in this style of game. For those 
who don't have the patience to come to 
grips with this, there will be a traditional Jedi 
Knight control option available. 

To further help with control of your 
character in close combat, there is a "lock- 
on" feature where you stay facing your 
enemy throughout a battle. We've seen this 
in console titles such as Zelda: The Ocarina 
of Time. This will help make the challenging 
duels more than just a constant run-around. 
It will also give Obi-Wan to chance to use 
flashy moves like various rolls, aerial flips 
and force jumps, while maintaining a focus 
on the enemy at hand. 

If you need something a little less 
cerebral, there are of course other weapons 
at the player's disposal: theTusken Gaderffi 
stick, the Naboo S-5 security blaster CR-2 
Naboo basic blaster, the senate guard rifle, 
ion grenades, the battle droid blaster and 
theTM-29 battle droid sniper rifle. These are 
available throughout the game, but as a Jedi 
you would naturally want to stick with the 
trusty sabre much of the time. If the Glyph 
system works as intended, the lightsabre 
will definitely see a lot of use. 

Forcematch 

As you'd expect, force powers return in Obi- 
Wan. The powers you can make use of 
include the big screen famed force push, 
allowing you to topple battle droids or 
objects in your path. The force pull lets the 


I 50 PCPP 


1 






player draw items that are just out of reach 
(think Luke in the Wampa's cave in The 
Empire Strikes Back). Sabre throw allows you 
to throw the light sabre at an enemy, after 
which it returns to you. And there's the force 
throw, which grabs nearby objects or 
enemies and throws them away from you, 
as well as force jump, distract and heal. 
Perhaps the coolest force power of all is 
force speed. In a nice twist, the force power 
doesn't make you an uncontrollable 
speeding bullet, but rather slows everything 
else down around you - tres moderne! 

As Obi-Wan progresses through the 
game, he gains experience that enhances 
his force powers. But you won't be able to 
assign points to gain new powers or 
specialise in any of them, like in jedi Knight. 
All of the powers that Obi-Wan can use are 
available at the outset of the game. As he 
progresses, all of his jedi strengths 
gradually increase, so you'll heal better, 
jump higher and increase your force speed 
(that means everyone else gets even 


slower!). In contrast to Jedi Knight, you will 
not be able to choose the Dark Side and the 
force powers associated with theSith. 
Except, that is, in multiplayer. 

Multiplayer has a greater emphasis in 
Obi-Wan when compared to its predecessor. 
Up to eight players can slug it out over the 
internet, and possibly more with a LAN 
connection. All of your favourite characters 
are here to play: Obi-Wan, Qui-Gon, Darth 
Maul, Captain Panaka, MaceWindu, a Naboo 
soldier, and a battle droid amongst others 
(possibly Jar-Jar Binks even - whoopee!). All 
the force powers from the single player 
game are available including two from the 
Dark Side: force choke and lightning. 
However, logically some force powers aren't 
available in multiplayer. You won't be able to 
distract other players or use force speed - 
which is probably a good thing. 

There are number of multiplayer 
games like capture the flag and 
deathmatch, as well as a tournament-style 
duel with another Jedi and Escort the 



INTERACTIVE WORLD 


Obi-Wan is not merely a weapon 
running through a bunch of locations - 
he is a man. As such he can interact with 
the world around him. He will have a 
number of commands that he can issue 
to friendly NPCs - armed and civilian 
alike. This can be used to make the 
innocent take cover, as a call to arms, or 
as a way to coordinate attacks. There 
are also a number of vehicles at the 
young Jedi's disposal. You'll able to ride 
the metal steeds of the movie, like the 
tanks and speeders amongst others. 


Queen, where a group of players must 
protect Queen Amidala from another 
group trying to kill her. The multiplayer 
aspects look healthy indeed. 

Introducing Tanis 

The developers found that the 3D engines 
available just didn't suit their needs in Obi- 
Wan. They wanted a more flexible engine that 
could accommodate various processor 
speeds and one that would adjust the 
polygon count to maintain framerate. Thus 
the Tanis engine was created. It is an engine 
that can showcase the detailed architecture of 
the levels, as well as connect areas of different 
sizes more effectively. Tanis also features 
multiple texture passes for remarkably 
realistic detailing and light sourcing. 

There has certainly been some public 
concern over Obi-Wan, in the shadow of The 
Phantom Menace and Jedi Knight games, as 
well as the much publicised LucasArts 
internal troubles. "My hope is that everyone 
will be pleased, and find that the game is 
right on target with their expectations," says 
Thompson. "Obi-Wan *s definitely a strong 
next step in this series, and many of the 
Obi-Wan team worked on Mysteries of the 
Sith [Jedi Knight's add-on] and Outlaws with 
me. While it's a new engine, and a new 
main character, the game contains the 
elements that made Dark Forces and Jedi 
Knight great, ie. an immersive Star Wars 3D 
action game, huge engaging levels, and a 
compelling Jedi experience." 

Obi-Wan looks to be the true heir to the 
Jedi Knight fortune and, if all is as 
promised, it will be a standout title come 
December this year. 


PCPP 51 



PREVIEW 



GENRE 

Action/Strategy 


DEVELOPER 


Rebellion 


AVAILABLE 

1st Qtr 2001 


DETAILS 


THERE IS, OF COURSE, "MORE THAN MEETS THE EYE 
IN REBELLION'S ROBOT ACTION GAME. 

DAVID WILDGOOSE LEADS THE TRANSFORMATION. 





f:\n7i mm, haven't we met somewhere 
UJ1 before? First announced earlier 
this year, Gunlok - from Aliens vs 
Predator developer Rebellion - has been 
subject to some notable design changes 
in recent times. 

Indeed, it now looks so startlingly 
different - not to mention significantly more 
impressive - that it feels like an entirely new 
game. In fact, so much has changed that 
some consideration was given to including it 
in our First Look pages at the beginning of 
Spotlight. In the end we decided that this 
preview ought to provide sufficient 
opportunity to display the full beauty of these 
new screenshots. Let's take a second look. 


Exotic weapons 

Gunlok portrays a fairly stock-standard 
apocalyptic scenario in which the Earth of the 
future has been taken over by robots. 
Apparently, mankind became too complacent 
in its relationship with technology, allowing 
the previously subordinate machines to take 
control of their own destiny. Or, as the 
microwave informed me last night, "If you 
can't stand the heat, get out of my kitchen!" 

The player steps into the heavily 
armoured shoes of the squad leader of an 
Advanced Special Forces Group, the last 
hope of the human race and - rather 
conveniently - the sole beneficiary of the 
latest scientific research into the production 
of Really Cool Weapons. With a variety of 
missiles, grenades, plasma and laser 
weapons in the company of some more 
exotic tools of destruction such as the 
Nanofrag and the Epulsar, combat certainly 
plays a pivotal role in proceedings. 




But Rebellion is keen to stress the tactical 
nature of its warfare. The eponymous Gunlok 
must assemble a squad of companions, each 
of whom will be skilled in a diverse range of 
abilities. Considered use of such talents 
should prove essential in negotiating many 
of the game's obstacles, whether they be 
utilised during bouts ofmech combat or the 
deduction of more cerebral puzzles. Also, the 
potential to equip each squad member with 
technological enhancements and 
augmentations - shields, scanners, or 
increased vision, for example - sees the game 
begin to chart a roleplaying course. It's 
through the combination of these gameplay 
elements that Gunlok will allow the player to 
fully explore the depth of tactical options. 


The silent kill 

Most prominent among the design changes 
is the greater emphasis to be now given to 
stealth. Not only is the field of vision for each 
enemy calculated, but its range of hearing is 
as well. Al robots will respond to the level of 
noise the player makes, meaning that success 
will be best ensured in near silence. Lending 
significant assistance in the push toward 
sneakier gameplay is the accurate line-of- 
sight allowed by the properly 3D map design. 

Since the first viewing, Gunlok is now 
looking much more of a graphical delight. 
Upon closer examination, these shots 
also reveal the most fundamental - and 
curious - change to the game: the hero 
is no longer a robot, but human instead. 

Well, that's not entirely true: the original 
plan was for the player to think that the 
hero was a robot, only for it to be 
revealed otherwise later in the game. 


However, test feedback indicated that 
players felt more emotionally attached to a 
human hero, hence the decision to reveal 
this up front. 

Instead, Rebellion is now promising a 
new twist in the tale to explain this 
mysterious transformation. In Gunlok, there 
might just be more than meets the eye. Time 
fora third look, perhaps. ■ 




FORMER ID SOFTWARE DESIGNER AMERICAN MCGEE 
TRAVELS FROM DOOM TO WONDERLAND. 

JOHN DEWHURST FINDS A BOTTLE THAT SAYS "PLAY ME 


r wm?" 

*0 


n 

iPi 

L 

1 1 


DETAILS 


demons and the walking dead have all 
come into the sights of your weaponry. 
In fact, they are so familiar that such 
elements alone barely raise an eyebrow 
these days. The extreme in games is 
common, but what about unsettling? 
Well, that's entirely more rare. 

Take a well-loved story from children's 
literature and turn it into the nightmare 
opposite; take a cute, precocious character 
and turn her into a morbid, knife-wielding, 
goth child. Take a look at American 
McGee's Alice and see that action games 
are going to new places. 

McGee started out at id Software, in tech 
support before moving to game design. He's 


GENRE 

Action/Adventure 

MULTIPLAYER 

No 

DEVELOPER 

Rogue Entertainment 

PUBLISHER 

Electronic Arts 

AVAILABLE 

November 

URL 

www.alice.ea.com 


O ction gamers are familiar with 

diabolical themes: mutants, aliens, 


famous for his work on level design and 
contributed to both Doom and Quake, in 
sound effects and programming among 
other things. At the moment, McGee is a 
creative director at Electronic Arts 
and leading the Alice project. His 
collaborators, Rogue Entertainment, 
are responsible for add-on packs 
to Quake II. There's definitely 
some pedigree here for 
serious FPS action. 


Into the abyss 

But hold up, this isn't an FPS, at 
least not like McGee's previous 
work. In an unexpected move, Alice is 
played from a thirdperson perspective 
(a la Heretic II orTomb Raider). 


Furrowed brows are excused, as this choice 
can be troublesome from an action gaming 
standpoint. But, as McGee explains, 
"Thirdperson allows us to put more 

emotion on Alice and her 
adventure. It opens up the 
possibilities for new 
character 

i animations, which 
convey attitude and 
personal character 
attributes. This is important to us 
since our game has such a 
strong underlying story." 

This story of Alice follows 
the two Lewis Carroll novels. 
McGee's Alice is a girl entirely 
transformed after her last 



I 54 PCPP 






NIGHTMARE LULLABIES 


Alice is definitely no stroll along the 
beach, so you would therefore expect 
the music to be on the dark side. 

Enlisted to write the grim score is Chris 
Vrenna, long time drummer for Nine 
Inch Nails and friend of Trent Reznor. We 
can expect some heavy electro-rock 
with sampled toy instruments. Should 
be just the ticket... 



journey, Through the Looking Glass. She's 
petite and neat but grim, intense and 
packing heat. After aging a few years, Alice 
returns to Wonderland to find that things 
have gone wrong. She still has friends in the 
White Rabbit and the Cheshire Cat, but these 
guys are looking sickly at best. Worst of all, 
the rest of the inhabitants, who were largely 
harmless, have turned nasty - mad, bad and 
ready to cut a young girl up. Expect to face 
the Jabberwocky, the Mad Hatter and the 
Queen of Hearts, as well as an army of 
lesser creatures. 

The Wonderland universe is a strikingly 
detailed and visually exciting place. Locations 
that Alice must visit include the Forest of 
Shrooms, Vale of Tears, Citadel of Fire. The 
environments vary greatly: from dark forests 


and other check-your-back exteriors, to 
monochrome castles, swaying citadels and 
precarious pathways suspended in a void. 
The more fantastic possibilities have been 
well implemented in Alice, with swirling 
abysses in the sky, dramatic architecture and 
flirting with the very physics of the world. By 
using the Quake III engine, Alice is bound to 
be a visual and gameplay dream. 

Ghoulish bloodbath 

The influence of other action/adventure 
titles is present, as Alice is not just a 
bloodbath free-for-all. "Alice will have a 
30/70 adventure/action split. The 30% 
adventure will consist of exploration, puzzle 
solving, and environmental interaction. The 
70% action will be Alice versus bad guys", 




says McGee. With the story emphasis and an 
adventure angle, Alice seems to be aiming 
for the head as much as the trigger finger. 

The only obvious disappointment is the 
absence of a multiplayer option, something 
that's come to be expected by action gamers. 
McGee's reasoning is sound: "With games 
like Quake III Arena and Unreal Tournament 
cornering the market on really tight, slick 
multiplayer, it doesn't make much sense for 
us to take development time away from the 
single player game to create something we 
know can't possibly compete with a 
multiplayer only game. I think that Half-Life 
showed you could create an amazing well- 
done single player game, release multiplayer 
later on, and not suffer the 
consequences. This is not to 
say we're planning on doing a 
multiplayer component to Alice." 

Despite this apparent gap, 

American McGee's Alice looks to 
be a fine addition to the single 
player action genre. It's got the 
comforts we have come to love in an 
action game, with a ghoulish and 
disconcerting new twist. A waifish young 
thing ready to swing a knife into a giant 
ant? Truly Unmissable! 


PCPP 55 




PREVIEW 


The Blair Witch Projects 

IF YOU GO DOWN TO THE WOODS TODAY... WELL, YOU PROBABLY WOULD 
RUN INTO MIKE WILCOX DISCUSSING FILM TO VIDEOGAME CONVERSIONS. 

OH, AND SOME DEAD PEOPLE HANGING FROM THE TREES... 







raw production values and its shock- 
umentry style delivery, resulted in a 
product that definitely didn't fit the 
standard movie mould. 


Wfyi hen the cashed up hordes of 
1 wdB Hollywood's filmmaking movers 
and shakers choose to throw a 
briefcase of greenbacks at a raw movie 
script these days, they can generally 
polish any shaped turd you care to 
mention, resulting more often than not 
in box office success. Yes, we're in an 
era of filmmaking where audiences 
expect more bangs and explosions for 
their bucks, and compare movies by 
the number of cities that are 
demolished by either natural 
forces or 
extraterrestrial 
beings in a single 
screening. And 
it's this very 
industry that's 
quick to measure 
the success of a 
movie franchise by 
the number of 
sequels it spawns. 

It was refreshing 
then last year to see an 
independently produced 
film made on a shoestring 
budget, breaking not only 


box office records, but also 
some of the fundamental rules 
from Hollywood's school of 
successful filmmaking. Haxan 
Film's offering, The Blair 
Witch Project had filmgoers 
questioning the meaning of 
what it was to be afraid all 
over again. In a way that 
Alfred Hitchcock once 
made famous, the movie 
managed to send chills 
through people not 
because of what they 
saw, but of what they 
weren't shown, leaving 
much of the horror up to the 
individual's imagination. This, along with 


Ohmigod! 

In the same way the makers of the movie 
have successfully gone against traditions 
in the film industry, Gathering of 
Developers now also intends on 
accomplishing similar results when the 
movie makes its small screen debut as a 
trilogy of computer games over the 
coming months. With a simultaneous 
ringing of alarm bells in most gamers' 
heads, a brief look back at previous 
movie-to-game conversions proves this is 
an area of gaming titles that have on a 


DETAILS 


GENRE 

Action/Adventure 

MULTIPLAYER 

No 

DEVELOPERS 

Terminal Reality 
Human Head 
Ritual Entertainment 

PUBLISHER 

G0D/Take2 

DUE 

October 

December 

March 

URL 

www.godgames.com 


BLAIR WITCH VOLUME 1: THE RUSTIN PARR INVESTIGATION 


Developed by Terminal Reality, the first in the trilogy is set in 1941. 
The game is based in the Maryland town of Burkittsville, and centres 
around the investigations by two of Nocturne's Spookhouse 
characters - Doc Holiday and The Stranger - into the supernatural 
forces that drove Rustin Parr to murder seven children in his house. 
He claims it was the voice of an old woman ghost seeking 


vengeance, who was known locally as The Blair Witch. The game will 
provide the same dark and eerie, yet beautifully rendered, images 
thanks to the Nocturne engine, while still provoking a sense of 
horror and suspense of that created by the movie. You will be 
expected to source information along the way from a variety of 
characters through conversations, plus take out the odd evil entity. 



PCPP 57 






PREVIEW 





whole, desperately failed to live up to 
their silver screen counterparts in any 
way, shape or form. 

Reasons for this have ranged 
from placing too much focus on 
trying to match the graphic 
content of the film instead of the 
actual gameplay, to restricting 
the game to the exact plot and 
actions of the film, to the typical 
rushed out the door to 
coincide with the big 
screen release scenario. 

Whichever the case, the 
final decisions are usually 
made by suits in 
boardrooms looking to 
cash in on the marketing 
opportunities surrounding 
the release of the movie, 
resulting in the cheapest 
bidder being given short 
production times, and not 
enough resources. 

So what would happen if the 
whole process had been thought 
out properly? What if the right 
developers had been chosen for 
the job? What if they approached 
the whole thing from a different angle? 


Well, hopefully, that's just the case with the 
team behind the games to be based on the 
Blair Witch Project... 

Three chapters 

In a match almost too perfect to be 
true, Haxan Films has selected 
independent publisher Gathering of 
Developers to head up the project, 
which sees each of the three titles 

being farmed out to different 
development teams. Not 
only that, but none of the 
games will be based on 
the actual movie of the 
young filmmakers who 
became lost in the forest. 
Instead each of the games 
will deal with individual 
mythologies based within the 
BlairWitch legend. And in 
another first, the 
development of these 
games will see all three 
developers teaming up to share 
resources, ideas, information, and 
even the same game engine. 

In fact, the way in which the 
developers approach these three 
games, and how this differs from the 



BLAIR WITCH VOLUME 2: THE LEGEND OF COFFIN ROCK 


Developed by Human Head Studios, this second in the series is set 
in 1886 and is based in the woods just outside Burkittsville. A 
young girl by the name of Robin Weaver is said to have gone 
missing in the woods, sparking off a search party, which goes in 
after her. However the search party fails to return, only to be 
discovered a week later at the Tree of Death, hanging as sacs of 


skin and body parts. You play a soldier character that has been 
asked by the young girl's grandmother to investigate the suspicious 
circumstances and locate the young girl. On top of this, your 
character has no memory of who he is, or where he is from, and 
through a series of flashbacks must uncover this mystery as well. 
The gameplay centres around a mix of action and puzzle solving. 


58 PCPP 




standard movie license arrangement, not 
only breaks new ground in how to 
approach movie-to-game conversions in 
the future, but also on how other 
developers might improve their products 
by teaming up with others to share similar 
resources. The first of the three 
development teams for this project is 
Terminal Reality, who are due to release 
the first title in the series, called The Rustin 
Parr Investigation. Human Head Studios is 
working on the next in the series, titled The 
Legend of Coffin Rock. And the final game 
will come from Ritual Entertainment and 
goes by the name of The Elly Kedward Tale. 

Eerily episodic 

While each of the games will utilise 
Terminal Reality's Nocturne engine, the 
emphasis on gameplay, and balance 
between action, adventure and puzzles 
will alter dramatically between them. They 
will also be roughly a third the size of the 
original Nocturne game, and therefore 
priced accordingly cheaper. This is the 
result of quicker development time and 
half the production costs of a normal title. 

However, if previous figures are 
anything to go by, the teams could have 



their work cut out for them turning this 
series into a success story. While it's been 
proven before that it takes more than a 
major box office smash to generate the 
same excitement in the gaming world, it's 
interesting to note the same applies back 
the other way, with a number of game to 
movie conversions failing in a big way, 
too. All those that voted for Lara Croft to 
appear in her own up and coming movie, 
prepare to stand up and be accountable. 
Though, as long as publishers and 
developers such as the team at GOD 
continue to tap into resource and skill 
sharing opportunities, we can look 
forward to a flood of innovative and 
fresh ideas in gaming. 



BLAIR WITCH VOLUME 3: THE ELLY KEDWARD TALE 


Developed by Ritual Entertainment, the third and final game in 
the series is set in 1786 and casts players in the role of 
Witchhunter Jonathan Pyre. This is where the whole Blair Witch 
mythology begins. When the people of Blair find Elly Kedward 
guilty of practising witchcraft on some of the town's children, 
she is banished to the woods during the middle of a hazardous 
winter. Although presumed dead, all of her accusers and half 


the town's children disappear before the remaining people all 
abandon the town. It was then forty years later that 
Burkittsville was founded on the area that was once Blair. The 
gameplay is more action based than the previous two. 
However, given the period of time, the developer has chosen to 
use a spellcasting/ combat system, which ties in seamlessly 
with the Blair Witch Universe. 



PCPP 59 



PREVIEW 


Starship Troopers 



MELBOURNE'S BLUE TONGUE SOFTWARE GET 
INSPIRED BY THE NOVEL RATHER THAN THE CHEESY 
FILM, WHILE MARCH STEPNIK IS KILLED BY BLACK 
BUGS IN THE VIDEOGAME... 


DETAILS 


GENRE 

Realtime Strategy 

MULTIPLAYER 

Yes 

DEVELOPER 

Blue Tongue Software 

PUBLISHER 

Hasbro Interactive 

AVAILABLE 

November 

URL 

www.bluetongue.com 


■FJH tarship Troopers. If you're like 
IhI most people, these words 
probably invoke images of hundreds of 
gorgeous men and women positively 
drenched in testosterone (yes, the 
women too) charging down - and 
subsequently fleeing from - thousands 
upon thousands of nightmarish giant 
bugs. It certainly wasn't the absolute 
worst sci-fi movie ever to grace the 
silver screen (ladies and gentlemen, we 
present to you: Battlefield Earth! 
Coming soon to a cinema near you!), 
neither was it one of the most 
inspiring. It was a fun action romp 
owing more to strong visuals and 
cheesy one-liners than an enthralling 
plot or narrative. 


However for a large community of sci-fi 
fans out there, Starship Troopers represents 
a well-loved piece of fantasy fiction, one that 
Paul Verhoeven simply couldn't do justice in 
a film adaptation. Written by Robert Heinlein 
in 1959, the novel featured a stronger focus 
on technology and the hideously gritty side 
of interplanetary warfare. 

Radical rethink 

The original vision for the Starship Troopers 
PC game was that of a firstperson (soon 
afterwards a thirdperson) action shooter, to 
be based almost exclusively on the film. 

With a planned release within a year of the 
film's cinema run, poor performance in the 
box office and the proliferation of 
firstperson action games on the market 


played their parts in a rethink of the 
strategy in handling the license. In that 
incarnation, the project was scrapped. 

Set for a release late spring, Starship 
Troopers: Terran Ascendancy presents itself 
as a markedly different version of the original 
concept, and reflects a more reassuring 
approach to the well-known license. A realtime 
strategy affair, Terran Ascendancy features a 
more prolific nod to the heights of Robert 
Heinlein's literary vision in its dealings with 
giant marauding space insects. "The game 
draws from both sources - the aesthetics of 
the movie and the hardcore militarism of the 
novel," says Nick Hagger, producer and 
designer of Terran Ascendancy. 

Spanning twenty-four missions in the 
Third Terran Space War, TA takes the player 


60 PCPP 






through all manner of environments before 
ending up on the bugs' home planet of 
Klendathu - the location of the game's fitting 
finale. Blue Tongue has designed a range of 
mission types to captivate players, ranging 
from reconnaissance, search and destroy, 
and rescue missions. While the missions 
themselves will be quite linear, there will be 
liberal use of scripted scenes mid-mission to 
help keep things interesting. 

As for the action: don't expect TA to 
degenerate into mindless resource building 
where success is brought about by 
annihilating the enemy with strength in 
numbers. Instead, the game lends itself 
more in principal to the likes of Force 
Commander than it does the C&Cs and 
StarCrafts of our time. It eschews any 
traditional sense of base building, although 
resource management is in - your units are 
your sole responsibility in the game. At the 
start of the game, you take on the role of a 
cadet lieutenant transferred to the front line, 
and given charge of a platoon. Manage your 
troops effectively or suffer the dire 
consequences in the claws of giant roaches. 

"Veteran units are your most important 
resource," explains Hagger. "The only way to 
keep your troopers alive is through cautious 
and strategic gameplay. Grunt-rushing 
arachnid warriors is a sure way to turn your 
troopers into bug food." 

Battle experience plays an important role 
in TA; as your units survive battles, points in 
certain abilities increase. Thus, careful use of 
your troops is a must if you plan to 
accumulate a powerful platoon. 

"[Starship] Troopers can be played either 
with stealth or aggressively; and the best 


strategy is a mixture of both," Hagger 
continues. "Each mission requires a 
combination of tactics to finish them 
successfully. Sometimes you can avoid a 
sticky situation by creeping around 
opponents, but most other times there's no 
other solution than having to fight your way 
through the bugs. 

"The arachnids can attack from above 
and below, and can hearyou when you 
patrol around in large numbers. It pays to 
send out small squads with specific objectives." 

Prior to each mission, theTerran fleet 
takes a xenographic sample of each mission 
area giving players some indication of what 
to expect on the ground below, allowing 
them to choose their strike force accordingly. 

Bugs 

And what's there to fear? The bugs. Blue 
Tongue has created more than fifteen 
different types of insects for the Ml to battle, 
each suitably terrifying. They range from the 
small yet persistent Chariot bugs to the 
deadly Plasma Bug - the largest of these able 
to dwarf their human counterparts. 

The score has been evened with the 
inclusion of 'powered' armour suits - a strong 
feature of the book that never made it into the 
film release. These suits - essentially power- 
ups - fall into three categories (Marauder, 
Scout and Command - and there are twelve 
in all) give units all manner of different 
advantages on the battlefield. There are also 
disadvantages, meaning careful selection 
and use of these powered units is a must. 

Given the strong use of elements of 
Heinlein's story, Hagger concedes that the 
novel, not the movie, served as the primary 




source of inspiration for gameplay. "The 
Starships, the powered armour, the platoon 
structure were all inspired by the novel. 
Heinlein's concept of elite battalions 
packing the firepower of contemporary 
armies lies at the heart of gameplay. The 
Mobile Infantry (Ml) are driven by their 
valour and their loyalty 
to the cause - espirit 
d'corps is the essence 
of Starship Troopers." 

And so in closing, 
we ask which version 
of Starship Troopers 
agrees with Hagger 
most. "Most 
people have 
seen the movie 
and the cartoon show, but 
only a handful of us are 
fans of the novel. There's no 
question in my mind, 
however, that the Heinlein 
novel is the real deal!" 

Starship Troopers: 

Terran Ascendancy is due 
on shelves very soon. 


PCPP 61 



awnloads 










64 PCPP 


artists, and designers that’s been terrorising 
my neighbourhood. They go by the likely 
name of Ratbag.” 

“Don’t worry honey, I’ve been following 
these guys for sometime now.” With that I 
pulled open my desk drawer and lifted out a 
file the size of the Yellow Pages. “Where do you 
want me to start sweetheart?” 

“I want it all - from the top,” she whispered. 

Well it just so happened I had one of the 
gang in for questioning recently over some 
attempted ATM cracking downtown. 

to see a copy of the interview I 
have on file?” She reached across my 
desk, revealing a plungeline in her 
dress, so sweet I could smell the 
roses printed on the dress. 
When my eyes met hers 
again, she grabbed 
the file, sat back, 
crossed her legs 
(slowly) and began 
to read my file... 


her name, my eyes were all over her like a 
cheap coat of paint. I nearly struggled to get 
the words out, “Sit down, can I get you a 
drink? So talk to me.” 

I was never big on words, besides she had 
the kind of voice you could listen to for 
hours. “My name’s Crystal, and I will pay 
you handsomely to find out everything you 
can about an Adelaide based 
gang of programmers, 


was sitting in my office flipping cards 
into the rubbish bin in the corner and 
arguing with myself that 1:30pm was too 
early to start drinking. Some days it just 
don’t pay to open the office and this was one 
of those days. The last case I had was trailing 
a schoolyard ring of software pirates. The day 
of the bust, they’d been tipped 
off, and haven’t been seen since. 

That was a week ago. 

lust then, as I considered a change 
to building houses out of cards, 
there was a knock on the office 
door. Before I could get 
up, there standing in 
the doorway was the 
tall sexy silhouette of 
a dame. A soft sultry 
voice said, “A mutual 
friend told me if I 
ever needed help, to 
come see you”. 

Before I’d even asked 




someiiiHCRe Doumotiin 

Let the records show - Location: 32nd 
precinct, time: 1700, Monday August 14, 
2000. Can you state your name and 
occupation please? 

My name is Tom Crago. I’m the Director of 
Development at Ratbag Games. I joined the 
company in October last year after working as 
a lawyer and as the CEO of a small media 
consultancy. My role at Ratbag is twofold. I’m 
part of the company executive, which means I 
assist in setting Ratbag’s overall strategic 
direction. I also oversee the production of all 
our titles. In that sense my primary 
responsibility is as a manager. We place a lot of 
responsibility in the hands of the leaders of 
each of our departments, primarily our Art 
Directors, Lead Programmers, Game Designers 
and Animation Directors. These are the people 
that really carry the vision for our games in 
their hands. I just make sure that there’s 
synergy within the team and that our 
publishers are happy with what we produce. 


You haven’t always operated under the 
name Ratbag, haven’t you used a less 
assuming name at one stage? 

Yes that’s right, as Emergent Software our first 
project was a flight simulator. Everyone 
recognised that our technology was good, but 
no one wanted to run with the concept at that 
time. Ultimately that same technology found its 
way into Powerslide. We changed our name to 
Ratbag after we got our first publishing deal. 

We have a running joke that we called ourselves 
Emergent because it sounded respectable, and 
then as soon as the deal was signed we showed 
our true colours by renaming ourselves Ratbag. 


What are some of the challenges you face as 
an Australian-based game developer? 
Working from Australia has advantages and 
disadvantages. It means a lot of travel and late 
night phone calls. We don’t want to give our 
publishers and overseas associates any reason 
to think that our distance is even an issue. That 
essentially means that wherever possible we 
work to their clocks. We value face-to-face 
meetings, so we travel quite frequently too. 

Australia is an excellent place to have a 
studio because the local talent is among the 
best in the world. Most of our staff come from 
Adelaide and almost all were educated in 


Australia. And our people are really among the 
best in the world. There are also some great 
local developers with whom we get along very 
well. There’s a strong sense of community 
among Australian developers and we hope that 
the success of Ratbag will be good for everyone. 

The other thing about living in Australia is 
our partners overseas love to come and visit us. 
There’s nothing better than getting an important 
contact over here, showing them what a great 
country we have and persuading them that 
maybe we’re a company they’d like to have 
more to do with. At the moment, getting paid in 
US dollars and Pounds Sterling is nice too. 


PCPP 65 I 


INTERVIEW 



DIRT TRACK RRCinG 


The American version is among the best selling 
PC racing games in the world at present. This 
title is pending release locally while a major 
local license is negotiated. DTR is the world’s 
first authentic dirt track racing game, with up to 
thirty different tracks. One of the game’s most 
popular features has been the career mode. The 
idea being you start with a small amount of 
money in a low racing league, and have to work 
your way up to the top competitions in the racing 
world. Setting up and tuning the car for different 
racing conditions as well as the multiplayer 
online aspect has been a big success too. 



DTR SPRUIT CRRS 


This is the sequel to Dirt Track Racing, and will 
probably be released in Australia first. DTR Sprint 
Cars features fully-licensed, real-life tracks, and 
new vehicle physics to suit the style of sprint car 
racing. Other features include a game structure 
similar to DTR in that you start a career mode, 
where players progress by winning prize money 
and attracting sponsorship so they can upgrade 
their vehicle. Twenty tracks are included with 
up to fifty different cars to pick from. This also 
features support for LAN and internet play. 


There are quite a few documents on our server 
with the words ‘Powerslide 2’ in their title. It 
would have been fun to make the game, but we 
decided to move in a new direction. Powerslide 
definitely did change the company. Its success 
enabled us to grow and to expand into new 
areas, including console development. 

This natural growth must mean you’re now 
capable of more projects at the one time? 
How many teams do you have, and what are 
they each working on? 

We have three teams: one each for our two 
PlayStation2 titles and one for our PC dirt 
racing games. The two PS2 titles are being 
published by Sony. One is a Sprint Car Racing 
game, the other an Action/Adventure title. Our 
PC team is focused on building our dirt racing 
franchise following on from the success of 
Powerslide and of Dirt Track Racing in the US. 


experiencing such rapid growth, means that for 
at least the next 18 months we’ll be focusing on 
projects presently in production. 

I’m sure these new titles will make full use 
of the proprietary software engine the 
company has developed for use in all its 
racing games. Are there plans to go the way 
of id software and make it available to other 
game developers? 

Our game engine is our proprietary Difference 
Engine (tm). This was the engine that powered 
Powerslide and then Dirt Track Racing. We’re 
totally rewriting the engine for PS2 with a 
focus on creating a reusable development 
environment that will enable us to develop for 
both console and PC in a far less stressful 
manner than is presently the case. We have 
come close to licensing our engine in the past, 
but to date have not gone down that road. It’s 
always an option though. 




66 PCPP 


Are the all programmers, graphics artists 
and other members of the team Australian? 
Is it a difficult task trying to find the sort of 
talent you’re looking for? 

They’re pretty much all Australian and mostly 
from Adelaide. Finding good talent is tough, 
and personally it’s one of the most challenging 
aspects of my job. We’re quite aggressive in our 
recruitment at the moment. We’ve grown from 
15 staff to 35 in the space of 8 months and we’re 
going to continue to grow. Last week we employed 
5 new staff. We’re very much open to overseas 
talent, but so far the need hasn’t arisen. 


cnGinccRinG 

Speaking of abroad, what effect did the 
worldwide success of Powerslide have on 
the company? And why did we never see a 
Powerslide 2, as is the case with the majority 
of other successful games these days? 


Will PS2 be the only console you 
develop for? 

At this stage we’re just developing titles 
for PS2. Our relationship with Sony is 
so strong at the moment that we’re not 
heavily motivated to seek out new 
business. The fact also that our current 
staff are fully utilised, and we’re 


Can you go into any further detail on the 
new projects the company is working on? 
Next and Spin are our two PS2 titles. These are 
working names at present. We’re also localising 
DTR for Australia, and working on a Sprint Car 
sequel to that game which will be released in 
the US in September. Leadfoot is nearing 
completion as well. On the PC front, Australian 
gamers can look forward to the release of Dirt 
Track Racing Sprint Cars and the original DTR 
in time for Christmas. Leadfoot should be 
released sometime early in 2001. It’s been a dry 
spell for a while, but there’ll be a flood of new 
Ratbag titles starting soon. 


So with your proprietary engine being 
rewritten, how does this affect the internal 
development of titles, and its uses beyond 
just racing style games? 

We’ve now structured the company such that 
we have two divisions - a racing division and 
an action/adventure division. Our plan is to 
develop titles in both 
divisions. Our engine 
would certainly 





The world’s first stadium off-road racing simulator, 
featuring a tight, close racing style. Players race 
pick up trucks and buggies around indoor tracks 
filled with lots of jumps and other stunts, that are 
typically constructed in baseball stadiums in 
America. As with previous titles, tuning components 
of the car will be available as will a career mode. 
There will be fifteen tracks featuring such 
hazards as bridges, jumps and water. It’s due for 
release at the beginning of 2001. 


LERDFOOT 


lend itself to other forms of racing game. The 
physics model is highly sophisticated, and 
under the supervision of our resident cyber- 
hero Richard Harrison, I have no doubt it could 
be adapted to new styles of racing. 

THE Online flPPERL 

Does ongoing development of PC technology 
have any effect on the games you develop? 
Absolutely. Online, massively multiplayer 
games will play a big role in our next 
generation of PC titles. 

High speed Internet connections will soon 
be common for PC users. Do you see the 
implementation of broadband effecting the 
games you produce and the gaming 
community on a whole? 


Big time. While on one hand we’re doing amazing 
things with AI to make our NPC characters and 
cars behave more like humans, on the other we’re 
focusing on these massively multiplayer online 
games where you’re up against human opponents. 
Our vision is of a gaming world similar to the 
real-life racing world. Maybe you race a car in 
an organised league with 25 races a year. Every 
fortnight you have to stay up late to race in the 
time zone of the host country. Perhaps you work 


with a virtual-mechanic in another city who helps 
you set up your car to suit local conditions. We 
think there’ll be sponsors, prize money, media 
coverage. Total immersion. That’s definitely 
what I’m after in an online gaming experience. 

What do you see as future goals for Ratbag? 
Our goal is to continue to build our PC dirt racing 
franchises and to move into the realm of online, 
massively multiplayer PC racing. We’d like to be 
at the forefront of this, establishing online racing 
leagues and a sense of community among racing 
games fans. On the PS2, our aim is to be 
considered among premier console developers 
in the world after the release of our first two titles. 
Like every developer we’re after bigger budgets 
and longer development cycles. We want make 
classic games that play a serious role in redefining 
our art form. The PS2 will revolutionise interactive 


entertainment, and we want our titles to play a 
part in bringing video games to a new audience. 

At this point, I gazed across at the clock 
while putting away my notebook, stood up and 
thanked Tom Crago for his time, and requested 
that he didn’t leave town without letting me 
know first. ‘You’re free to go’ I said. And that’s 
the state of the case as it stands. 

Crystal handed the file back and looked at me. 
“Not bad at all, for a half tanked private detective.” 


Damn, she could tell I’d started drinking 
already. With that I reached for my coat, headed 
for the door, and said, “Let’s continue this 
conversation over a couple dry martinis.” She 
agreed and we left in search of the closest bar 
with a happy hour. ■ 


COnSOLE VOURSELF 


SPIN will be the first of two PS2 titles released, 
and is a Sprint car game. Unlike the DTR 
franchise, this is a totally new title that’s being 
redesigned from the ground up. It’s set to 
feature real life tracks and drivers, in 
authentically modelled cars. The two most 
interesting aspects of the game will be the 
extraordinary acceleration of the vehicles, and 
the spectacular collisions, which are the two 
things these cars are most known for. It will also 
feature the world’s first track deformation 
system, so the dirt track surfaces will alter to 
reflect the impact of actual racing, with ruts, 
grooves, and potholes that will appear as players 
move through heats, reflecting previous race. 

NEXT will be an action/adventure title about 
which Ratbag can’t say much at this stage, but 
it’ll form a big part of what the company does 
into the future. This title has no confirmed 
release date. ^ 



lilC’D LIKE TO BE AT THE fOREfROAT Of ESTABLISHMG ORLinE RACIAG 

leagues one a ssnsE of (OPinuniTV adoag raciag GAPIE FAnS 


PCPP 67 



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IN REVIEW 

The most authoritative reviews around 



O s I sit here nursing a fractured skull, I feel 

compelled to impart some advice to would-be 
debaters out there. If you're contemplating driving 
home your point with a headbutt to the noggin of an 
argumentative opponent, make sure they're not 
wearing a carbon fibre motorcycle helmet at the 
time. Incidentally, next time I'm engaged in vigorous 
debate with Monsieur Fox, I'll consider using the tried 
and true broken-beer-bottle-to-the-stomach(tm) 
method that has faithfully served inebriated pub 
brawlers for decades. The irony of sustaining a life- 
threatening injury (albeit one that could be 
considered self-inflicted) while discussing the issue of 
violence is certainly not lost on me. But I digress. 

This month has been noticeably devoid of blockbuster 
titles, but that doesn't translate to an absence of gaming 
goodness - not by any means. Midtown Madness 2 and 
Heavy Metal: FAKK2, while not the most original titles, are 
definitely worth checking out. And AoEII: The Conquerors is 
deserving of a place in every RTS gamer's collection. 
Anyway, enough of my incessant rambling - a migraine 
approacheth. Turn the page and revel in the intellectual 
riches that lay beyond, while I try and secure some kind of 
sponsorship deal with the manufacturers of Nurofen. 
Maybe some good will come of this travesty. . . 

brettr@next.com.au 


THE PCPP REVIEW SYSTEM 

1 SCORING 

90+ 

Gold Award. A classic, everyone will love this game. 

89-80 

A strong title that's hard to fault. But perhaps not the best in 
its field. 

79-60 

Competent and playable. For fans of the genre. 

59-40 

Decidedly average, probably boring. 

39-0 

A dog. Bad, shamelessly unoriginal, cheap and horrible. Avoid. 

Need 

The minimum requirements to get the game running at a 
playable speed. 

Want 

The ideal system requirements for the game. 

For 

The major reasons why you'll like the reviewed game. 

1 Against The major reasons why you won't. 



70 Midtown Madness 2 

74 Heavy Metal: FAKK2 

78 Age of Empires II: The Conquerors 

80 Reach For The Stars 

82 KISS: Psycho Circus 

84 Warlords: Battlecry 

86 All Star Tennis 2000 

88 Europe in Flames, Century of Warfare 

90 Wacky Races, Pizza Syndicate 

91 Arcatera 

92 Tachyon: The Fringe 

93 The Sims: Livin' Large 

94 Mech Collection, Super Hornet 

95 Thandor 

96 Reader Review: Everquest 

98 Scorelist 

100 Retroversion: Dark Reign 2 



PC 




All In-house previews, reviews & testin 
are done on Gateway computers 


1800 500 74E 


www.au.gateway.com 




Gateway. 


■PP 


, . . :i\\v\\v 


PCPP 69 




MIDTOWN MADNESS 2 

Roll up! Roll up! See the amazing, death-defying, leaping pedestrians! 



DETAILS 


t was a Sunday. And as much as I 
tried, I couldn't break tradition. 
After all, what better way to 
get familiar with your 
surroundings than to slow 
down and give yourself the 
time to soak it all in? So 
there I was, cruising the 
streets of San Francisco, 
adhering to the speed limit 
(well, okay, I was driving well under), 
getting a feel for the fabulous city. 
Consider me the penultimate tourist. 

At first glance, everything seemed in 
order: cars followed basic road rules; 
traffic lights regulated the flow of vehicles 
throughout the CBD. But then I noticed the 
positively mystifying behaviour of San 
Fran's many pedestrians. As I slowly drove 
down an amicably wide street shouldered 
by amicably wide footpaths, San Fran's 
citizens either dove away from my vehicle 
or threw themselves spreadeagle against 
the nearest wall to avoid any contact. 

What made it even stranger was that the 
average distance between me and them 
was a good three to four metres. I 
couldn't help but wonder what had 
instilled such a heavy sense of paranoia 
within these people. 


Then it all fell into place. I pulled up 
behind a procession of half a dozen cars at a 
red light. The first car at the intersection 
failed to move with the change to the green 
light. A motorist a few cars back decided 
that this just wasn't good enough and 
proceeded to violently ram the car in front of 
him up the rear tail-pipe. The ensuing 
cacophony was not surprising. It didn't take 
long for cars to be pushed into the opposite 
lane of traffic, resulting in a quite a 
spectacular pile up. I simply drove on by. 

It didn't stop there. A separate incident 
saw a car approaching in the opposite 
direction attempt a rather dangerous 180 
degree turn, colliding head on into other 
traffic. Further incidents repeated this 
continuing trend. Jeezus! No wonder the 
pedestrians are such neurotic gits. These 
drivers are maniacs! 

Midtown Madness 2's charm, much like 
that of its predecessor - Midtown 
Madness, the cunning snakes - lies in its 
ability to immerse players within an 
accurate model of a city's road transport 
system. And then let them loose. The 
urban eco-system is so well presented 
that it is indeed quite satisfying to embark 
on a Sunday Drive to simply observe the Al 
at work. 


GENRE 

Arcade smash-em- 
up racing 

MULTIPLAYER 

Yes 

DEVELOPER 

Angel Studios 

PUBLISHER 

Microsoft 

DISTRIBUTOR 

Microsoft 

AVAILABLE 

Now 

RATING 

G8 

NEED 

PII-266, 32Mb RAM, 
350Mb HDD 

WANT 

Pill, 128Mb RAM, 3D 
Videocard (D3D) 


70 PCPP 





VEHICLE ;Freightliner Fire Truck 


COLOR 


BACK 


GO DRIVE 


MIND THE GAP 


SWAN LAKE 


throwing some much needed 
chaos and anarchy 

Therein lies MM2's thrill: the ever 
frequent and awe-inspiring pile-ups that 
occur. (It bears mentioning here that you 
can't actually injure any of the pedestrians, 
however the satisfaction of bearing down 
on absolute innocents remains intact.) 

A modest sequel 

Angel Studios hasn't done a great deal to 
the original Midtown Madness formula. 

You choose a car from a pool of many, 
select a basic race mode from one of four 
driving options, and hoon away. The 
essence of the first makes it to the sequel, 
warts and all. 

However the one change that does leap 
out and slap you about a bit is the inclusion 


The pedestrians of MM2 have kept in training since Midtown 
Madness: they'll gracefully leap away from any oncoming 
vehicular threat with an efficiency second to none. They've even 
perfected an astounding new technique granting temporary 
invulnerability (the "hug the wall and pretend it's not happening" 
manoeuvre), meaning drivers with a sadistic streak (a la 
Carmageddon) won't get much satisfaction here. 


GiffiTlI^Wniilalia 

Pommy drivers: insane 


Of course, causal appreciation of the 
fine Al that the developers have coded in 
to the game is hardly what Midtown 
Madness 2 is all about. Nay, the game's 
about tearing shit up; throwing some 
much needed chaos and anarchy into the 
normal order of things, and seeing what 
comes of it. 

The premise is simple: racing is 
infinitely more thrilling when the lives of 
innocent road users and pedestrians, and 
millions of dollars worth of private and 
public property are seemingly at stake. 


Midtown Madness 2 is a racing game set 
within the confines of two busy and 
crowded modern cities. Think about the 
alternatives - which would you prefer? 
Taking a tight turn and skidding out of 
control into a barrier or some trees (a la 
Formula One or rally car racing)? Or taking 
a similar turn, rebounding off a famous 
landmark and crashing into a heap of 
oncoming traffic, causing a spectacular 
accident with motor parts and mail boxes, 
street lamps and telephone boxes melding 
to become one metallic mass? 


The economy model: rear half optional 




HORSEPOWER 
TOP SPEED 
DURABILITY 
MASS 


To unlock this vehicle, place 1 st, j 
2nd, or 3rd in five San Francisco I 
Blitz Races 


TRANSMISSION ! Automatic 


VEH CLE SHOWCASE 


■At 


While you'll spend a lot of your time driving on (and 
flying over) the streets (and waterways) of San Francisco 
and London, it is the London map that also offers a more 
subterranean alternative. 

The Underground rail network of tunnels serves a 
perfectly viable driving route, and can provide quite a 
valuable shortcut. However, players must be mindful of 
the Tube that passes through quite regularly - one hit can 
cause quite a substantial amount damage to your vehicle. 




7T 

Ill 



PCPP 71 








Gosh, what could MM stand for? Motoring Mini, perhaps. 


Trust March to pick the car with the flowers on it 





■ ‘ ■ H * 


More tea. vicar? 

; • ' 

0 ^ ‘ V 

1 ij| .ffeX'j ~~ 

■ 

1 Night driving, a la Lost Highway 

I English stereotypes - always good fun 


ONLINE 


http://www.angelstudio 

s.com/midtown2.htmi 

Angel Studios takes 
you on a tour of its 
favourites 



http://www.zone.com/ 

Microsoft Gaming 
Zone. Play MM2 
here against others 
for free 



of two new play areas. Rather than go for a 
nondescript, generic American town (as 
seen in Midtown Madness), the developer 
has admirably simulated two of the world's 
most popular and easily recognisable cities - 
London, England, and San Francisco, USA. 
These have been modelled exceptionally 
well, with particular attention paid to a 
faithful reproduction of the respective cities. 
Included in these are well-known 
landmarks like the Golden Gate Bridge (and 
Park), the Civic Center, the Soma district, as 
well as London Bridge, London Tower, 
Westminster Abbey and the Houses of 
Parliament. Visitors of both should find that 
both maps are quite authentic. The net 
effect of these new settings is a more 
tangible sense of "actually being there", of 
being part of a virtual world. 

The other substantial new addition to 
MM2 is the game mode, Crash Course. As 
either a budding London cabbie or an 
apprentice stunt car driver in San 
Francisco, you embark on a series of 
missions teaching you the skills to become 
a fully-fledged hoon. This is the game's 
much needed tutorial section (although 
it's not called that), and exemplifies the 
more detailed driving model and the 
greater emphasis on action racing. 



THE VEHICLES 


There are nine new vehicles to play around with in MM2. While a handful are but 
enhancements of one style of car (there are three types of VW Beetles and three types 
of Ford Mustangs), there are a couple of straight out newcomers. How about the Aston 
Martin Vantage or the Audi TT? A Mini, or at the other end of the scale, a huge 
firefighting truck? Each type of vehicle handles differently, especially the large heavy 
vehicles (like the bus and trucks) which are prone to tipping. 

Two thirds of the cars are accessible at the beginning of the game, while the remainder 
must be unlocked by completing the racing and crash course modes of the game proper. 


Most lessons (or missions) are quite 
challenging, with high pass requirements 
to be met before progress on the next can 
occur. The up side of this is that you will 
learn how to drive on two wheels, realise 
the advantages of flight, powerslide your 
way outta hell and quite simply master the 
control of the vehicles at the end of each 
course. You will also get to know San Fran 
and London like the back of your hand. The 
down side is that frustration may get the 
better of you time and time again as you 


attempt a particular class for the 13th time. 
MM2 seems to have found a decidedly evil 
addiction point between frustratingly hard 
and challenging. 

Once you have passed through the 
crash course both in London and San 
Francisco, you can then embark on the 
game modes that make a repeat 
appearance from Midtown Madness. 
Cruise (where you drive about the cities 
with no particular goals), Blitz (go through 
the checkpoints in any order), and 


72 PCPP 







FLYING HIGH 



o 

O CHECKPOINT 



Who's up for a game of Scotland Yard? 




Not only are huge airborne stunts possible in Midtown Madness 2, they're required. 
One particular San Francisco mission sees the player recreate a staple telemovie- 
inspired action driving sequence. Racing down the hilly streets of the cosmopolitan 
town, players launch their vehicle off the pier and onto a waiting garbage barge. 
Similarly in London, not even the drawing of London Bridge is enough to slow down 
the gung ho driver. The partly raised sections of roads serve as perfect platforms to 
send your vehicle flying over to the other side. 






Checkpoint Race (beat a host of other Al 
racers through the checkpoints to the 
finish line). 

Sure the game offers thrills in these 
singleplayer modes, but they're cheap. The 
Al of the other road users is really quite 
uninspiring, and by the time you've 
mastered the Crash Course modes, the 
other race modes lack an equivalent 
challenge. And Midtown Madness 2's 
virtual cities only work in the longterm 
when serving as a backdrop to some 
spectacular racing... 

The multiplayer feature of MM2 is its 
saving grace. All the game modes of 
singleplayer can be played against up to 
seven other players, with the addition of 
one new multiplayer-only mode: Cops and 
Robbers. While the standard modes offer 
some fun and challenging racing 
scenarios, it is Cops and Robbers which 
proves to be the most exciting. One player 


has the gold and has to try to get it back to 
base, while the other players have to try to 
stop them getting away with it. The 
premise makes for some truly intense 
racing, putting all of your recently 
acquired racing skills to the test as you 
race to cut them off and put their racer out 
of commission. Immense amount of fun is 
to be had with this, and I have a feeling 
this might become the multiplayer game 
of choice in the PCPP office over the 
coming months. 

Break some rules 

Apart from the new settings and a small 
collection of padded extras, not much has 
changed under the hood in the garage 
between MM and MM2. The new additions 
and settings are quite welcome, and the 
new multiplayer mode makes for some 
fantastically fun arcade racing. 

The in-game stunt instructor sums up 
Midtown Madness 2 perfectly during 
training: "Nobody wants to see a movie 
where the action hero puts on the turn signal 
and yields to pedestrians, now, do they?" 

Of course they don't. And when it 
comes to computer games, this adage 
seems infinitely more appropriate. Sure it's 
fun sticking to the rules. But it's nowhere 
near as much fun as breaking them. 
Ultimately, Midtown Madness 2 is a short, 
but very, very sweet, racing adventure. 

March Stepnik 


PC 


FOR 

■ Intense racing 
(in multiplayer 
especially) 

■ Stomach churning 
spills 

■ Detailed (and 
familiar) cities in 
which to hoon 

AGAINST 

■ Can be 

frustratingly difficult 

■ Slow down a 
problem at times 

■ Limited range of 
game modes 

OVERALL 

Arcade racing to 
rival the infamous 
Crazy Taxi 


82 , 


PCPP 73 










REVIEW 


HEAVY METAL FAKK 2 

This review does not feature even one fakking pun 



GENRE 

Action/Adventure 


DEVELOPER 

Ritual 

Entertainment 


PUBLISHER 

Gathering of 
Developers 


DISTRIBUTOR 

Jack of all Games 


NEED 

P-233, 32Mb RAM 


WANT 

PII-400, 64Mb 
RAM, 3D Videocard 


I isten closely, my children, and I'll 
tell you a story. In the late 70s, 
when every man, woman and child 
on the planet read comics, a 
I marvellous European comic called 
Heavy Metal was made into a 
movie. Having nekkid ladies and 
swearing did wonders for the 
otherwise ordinary film, but 
what it actually achieved was 
\ serious advances in animation. 

It was a beautiful work, 
f Now, something like 25 

years after the initial film 
Ear was released, the sequel 
has been produced. Written by 
I Kevin Eastman, co-inventor of 
the Teenage Mutant Ninja 
H Turtles, designed by comic genius 
I Simon Bisley, it stars the famous 
I beauty, B-grade queen Julie 
H Strain. And in the proud tradition 
of distribution that saw the 
HB Episode 1 novel out before the 
V film, we present the game 
^B| adaptation long before the film. 
And, in defiance of long 

tradition, guess what? The 
H game doesn't suck. In fact, 
it's really rather enjoyable. 


You take the part of the amazonian 
protector of the planet Eden. The 
eponymous Julie defeated some evil space 
dude some time ago and now has to once 
again take up arms, as her beautiful 
planet - which harbours the f"; 

water of life 

again under threat. Only KB 
the FAKK 2 (Federation Y\ 

Assigned Ketogenic JNB 

Killzone, for those M 

keeping 

score) JKmnrM 

satellite, u0Y^f£ I 

which 

apparently flj 1 

blows stuff up 
real good or 

warns people UJ 

away or whatever, can save you 
now. Then for no readily apparent 
reason your sister gets nicked. She's 
about to drop a sprog so it's even 
more desperate that you get her 
back. While this is going on the 
religion-corporation Gith comes 
closer, ever closer to finding Julie and 
her home planet of Eden. 

Horror from the skies! . 

Asteroids! Mutant Bugs! H 


is once 


Pregnant Space Cows! Green Lizard Men I 
Think! These are only a taste of the battle 
| you will face. The plot is 

rather odd, taking the 
best of that tacky genre 
sensibility that the Europeans so love 
H and grafting it onto American 

— . cheesecake SF. But this is 

no movie review, so how 
does it play? 


1 ^ She's got the moves 

W Well, it uses the Quake 3 engine, so 
unsurprisingly it's efficient, handles 
the big loads pretty well and the 
graphics are mainly smooth (except 
fora big clipping problem). However, 
it's the gameplay that really comes 
out. There is a feeling here of an 
i inspired collision between mighty 
m Quake 3 and, of course, Tomb 
Raider, with old Lara making her 


DETAILS 


Julie trims her garden fern 


74 PCPP 





FAkKYOUICoM 


COMIC CREATION 


A Hills Hoist would be more practical 


A bit of an all star cast went into the making of the original movie. Julie Strain is 
without a doubt the leading B-grade actress in the world. Kevin Eastman, along with 
his longtime partner Lairdman of course, created marketing monster TMNT but from 
there moved into a series of other less famous but well received stories. Eventually he 
created the comic for the anthology magazine Heavy Metal. Famous since the late 70s, 
its characters were unashamedly for adults and made no apologies for being so. The 
member of this cadre with the most work behind him is Simon Bisley. Illustrator of 
such luminaries as ABC Warriors, Dredd/Batman, Slaine the Hunter, Lobo and many 
other comics, he is considered the father of airbrushing in comics. 




- 







bosomy presence felt. But I also detect the 
strange camera angles and two-handed 
combat being rather influenced by the 
criminally underrated Shadowman. 

There is a variety of leaps, rolls, jumps, 
sidling and all sorts of other gymnastics to 
be performed. The camera system 
revolves around a mouse/keyboard 
interface. It's clever and makes for an 
interesting style of gameplay, but what's 
really needed is a way to somehow level 
out the view. It's not always convenient to 
stop and even up your camera, especially 
when running and fighting. 

Using these moves is something of a 
pleasure in this huge world. It's pretty 
linear, I'll grant you, but the levels are 
creatively designed - occasionally you just 
stop and check things out. And in a 
pleasant gaming flashback, there is a 
bunch of secret levels, power-ups and cool 
weapons to be found. 


Of course, one must navigate a large 
amount of puzzles and trickery to get past a 
lot of these things. What is it about 
thirdperson action where designers get so 
caught up with one particular kind of 
puzzle? Soul Reaver had its endless bloody 
blocks, Tomb Raider had locked doors and 
FAKK has jumping puzzles. Loads of 'em. 
Thankfully there are very few run like mad 
for the door that will be open for half a 
second two thirds of a map away. 

Combat is, as mentioned, a two-handed 
affair, much like the camera control. Mainly 
it's a shield sword combo, but the use of 
explosives, pistols, slings, double-handed 
weapons, big guns and assorted instruments 
of destruction adds a pleasing amount of 
spice to the combat. And there is a lot of it 
indeed. Combat comes fast and thick in parts, 
yet while there are the occasional cool-ass 
beasts and level bosses, most often you'll be 
fighting bloody irritating hordes of bugs. 


Asteroids! Mutant Bugs! Pregnant 
Space Cows! Green Lizard Men! 



Fighting really does suffer from the 
non localised camera control. Trying to 
juggle between two weapons at the same 
time as igniting two dozen space bastards 
while making view adjustments grows to 
be more frustrating than challenging. I'd 
also suggest that 
there is really not 
enough 

ammunition on 
the levels. Yes, 

the sword and shield combo 
is fun, but a few more rounds 
for the BFG-type death machines 
would certainly be welcome. 

Pin-up 
potential 

And could we 
not mention a character 
based on Julie Strain? 

Pin-up girl of a 
generation, she is 
probably the best 
known model forSF- 
Fantasy in the world. 

Basing a game around her form, 
and using what seems to be 
her voice is a stroke of 
marketing genius. Play 


PCPP 75 



REVIEW 



ONLINE 



5 , « 

; ^ir Heavy Metal 

- .1— i OmciM. \V«*tu 

j - 



around with the camera angles enough 
and you'll see a part of julie that you never 
saw on Lara Croft. Is this a good or bad 
thing? I won't say. But there is potential to 
have this character reach stratospheric 
heights of fame and market recognition. 

Nor is some of the music all that awful. 
Occasionally some Eurotrash happy song 
comes on, but by and large you'll find 
yourself quietly paying attention to some 
interesting beats. 

Unfortunately, without the patch this 
game clips like a damn schooner. You 
won't know where you are or what the 
hell you are walking through. Then there is 
memory leakage. After about an hour the 
game becomes akin to watching a steam 
train pull out. Chug, chug, 
chug. The game 
should never have 
reached gold in 
this state. 

FAKK 2 is not 
exactly the most 
brainy of games, but for 
those of you who dig on the genre 
and for those of you who've not found 
something that attracts you yet, it's 
most certainly worth a look. 

Christian Read 



Peering at the crack in the, er, ceiling 


FOR 

■ Great levels 

■ Nice design 

■ Gorgeous graphics 


AGAINST 

■ Bad clipping 

■ Memory leakage 

■ Heavy combat to 
puzzle ratio 


OVERALL 

Some good old- 
fashioned but 
disposable fun 


76 PCPP 









' 







REVIEW 


AGE OF EMPIRES II 



THE CONQUERORS 

Ensemble continues its fine tradition of great add-ons 


DETAILS 


GENRE 

Realtime Strategy 

MULTIPLAYER 

Yes (via Modem, 
Internet) 

DEVELOPER 

Ensemble Studios 

PUBLISHER 

Microsoft 

DISTRIBUTOR 

Microsoft 

AVAILABLE 

Now 

RATING 

TBA 

NEED 

P-166, 32Mb RAM, 
200Mb HDD, 4xCD 

WANT 

PII-266, 64Mb RAM 



ONLINE 


www.microsoft.com/ga 

mes/conquerors 

The official site 


aoe2.com 

Comprehensive fan 
site for the Age of 
Empires series 


www.montypython.net/s 

cripts/attila.htm 

The script from 
Monty Python's 
Attila the Hun Show, 
followed by Attila 
the Nun 



D he main reason I became a 

freelance writer is pretty simple. I 
keep really weird hours. I've never, ever 
been a morning person even when I was 
a little kid. But right now it's ten to seven 
in the morning, I can barely see, I'm 
nearly out of smokes and I'm tasting 
nothing but the grinds of the coffee I've 
been drinking for the last ten hours. 

I started playing this Age of Kings 
expansion pack at nine last night and, frankly, 

I can't see any more and I'm too pumped to 
sleep. It's just the perfect addition to an 
already addictive game. 

Age of Empires II: Age of Kings came 
out late last year. In fact, it was the first 
game I reviewed for this publication. It 
went straight to the top of the realtime 
strategy pile and has stayed there. Pretty 
much every game in the genre I've ever 
reviewed has been up against it as a 
benchmark and I can think of only one 
game, Earth 2150, that approaches it. And I 
reviewed that only last month. 

So, how does one make a brilliant game 
better? Well, you add even more 
civilisations, you add extra weaponry and 
units, you add new maps, and you add new 
historical campaigns. Let's break 'em down 
one at a time. 


In keeping with the theme of the game - 
that's conquest - most of the new races in the 
game are based around the vast series of land 
wars which rocked the late Middle Ages and 
early Renaissance. 

The Koreans, filled with tricky war 
machines and the impressive turtle ships, are 
a new arrival. Some of the most impressive 
architecture comes with this culture. Then 
there are the Aztecs, who have some of the 
more elite infantry in the game as well as 
fanatical zealots, but who seem to lack 
something in the way of sheer technological 
discipline. The Mayans are not only perhaps 
the most industrious folk but will fiercely 
defend their cities to the last. The Spanish 
benefit from firepower and technological 
bonuses as well as their own rigid religious 
troops. My favourites would still have to be 
the ghoulish Frankish throwing axemen and 
now they are even better. 

There are other unit improvements as 
well. The Huns, who have an enhancement 
called Atheism, have utterly lethal cavalry 
units but don't much hold with building. The 
Aztecs have the hardcore psycho Elite Jaguar 
Soldiers. However, I'd argue that the Spanish, 
and the Conquistador units they specialise in 
as well as their advanced Trebuchet units, are 
simply too powerful. Not that this spoils the 


game or anything of the sort, but you should 
be aware of it for multiplayer purposes. Watch 
out for Chinese rocketry also. 

The new troops and soldiers also 
complement the fact that each race, both in 
the original game and the expansion, has new 
technology that is completely unique to it. Not 
always is this a visible piece of machinery or a 
building. The Aztecs have the Garland Wars 
that train elite troops to be even more elite 
and the Japanese have a Kataparuto, which 
boosts this nation's lack of siege machinery. 
The Vikings have the fearsome Beserkergang, 
and theTeutons use crenellated castles. 

The expansion also makes a variety of 
improvements to the artificial intelligence 
used in gameplay. A good example is that 
villagers now automatically begin harvesting 
a resource after they construct the 
corresponding mine, and high level siege 
weapons won't automatically attack an enemy 
target in the midst of friendly troops. A simple 
addition automatically reseeds farms and 
military units have more preprogrammed 
actions to take. In addition, the expansion 
adds new arctic and tropical terrain tilesets 
and rather fetching new building designs. 

With these come new map designs including 
geographically accurate maps of certain hotly 
contested areas around the world. 


78 PCPP 







Mayans 


c 


RACIAL STEREOTYPES 


pleasantly 
authentic to 
a big, nerdy 
history buff 
like myself 


The new races all have particular strengths and weaknesses. The Spaniards have the 
Superiority skill which allows even their workers to be an effective military force. 
Without a doubt they are the most effective military race and are the race to play for 
gun heads. The Huns use Atheism as their speciality trait. This increases enemy Wonder 
building time and made Hun spies far more effective. They also have cheap and savage 
cavalry and are one for player who likes mobile strikes at many enemies. The Aztecs 
pride themselves on their martial ability and have several unique units. The Garland 
Wars increases their already formidable infantry. Aztecs suit players who enjoy having 
a strong military force which is flexible. The Mayans may not be a military power but 
certainly have bonuses that make them the most industrious of the races. Walls at half 
price and 20% longer lasting resources means they are one for the empire builders. 


My, what an interesting weathervane! 




The Japanese map is an outline of the main 
islands of Japan and the map of Texas 
accurately represents a big, hellish dry land 
mass. The oasis maps reflect an Arabic area. 
Actually, they are not as cool as they sound, in 
that they are just random maps and as such 
the battles fought there have no real purpose. 

Of course, during the excellent campaigns 
certain historical events are indeed recreated 
and this time there is a focus on the wars that 
were conducted by the famous conquerors of 
history. Attila, El Cid, Harald and others are all 
represented here. The wars are fierce and, in 
a major improvement over the unimpressive 
visuals of the "geographic" maps, we follow 
these leaders through their entire histories, 
including all the historical major battles they 
fought. These are hard, complicated and, to a 
big nerdy history buff like myself, surprisingly 
and pleasantly authentic, keeping up the high 
level of research and accuracy the initial 
game maintained. 


Oddly enough, one can detect the 
presence of the firstperson online shooter 
influencing the game. New styles of modes 
tailor-made for online gaming include: 
Capture the Flag, which is generally a match 
where a Wonder must be defended; The 
King of the Hill, where the centre of the map 
must be held against all and sundry; and 
the Race to Wonder, where the first to build 
and hold a Wonder wins. 


Amongst all these big flashy features are 
a host of smaller ones that may go 
unnoticed. Yet combined they add up to a 
thorough washing off of barnacles from the 
hull (Er, nice metaphor - Ed). Resource costs 
for certain buildings have been reallocated 
and the stat levels of a few soldier units 
have been reassigned. Chatting online 
shows different colours and the map editor 
is easier to use. There are far too many 
changes to really go into but it shows an 
attention to detail and welcome 
appreciation of fan feedback. 

So, do you need this game to continue 
playing Age of Kings? No, but if you are a 
hardcore fan then you will be impressed by 
the host of improvements. It succeeds on 
every level as an expansion, both in 
complementing the original and improving 
upon the concepts within. Just make sure 
you get some damn sleep. 



FOR 

■ It's Age of Kings, 
but better 

■ Enough said 

AGAINST 

■ Some of the new 
maps are somewhat 
pointless 

OVERALL 

A polished follow- 
up to an already 
brilliant game 



PCPP 79 


Christian Read 







REACH FOR THE STARS 

Reach for the stats, more like, surely? 


DETAILS 


GENRE 

Space 'n' Stats 

MULTIPLAYER 

Yes 

DEVELOPER 

SSG 

PUBLISHER 

SSI 

DISTRIBUTOR 

Mattel Interactive 

AVAILABLE 

Now 

RATING 

TBA 

NEED 

P-200, 64Mb RAM 

WANT 

PII-400, 128Mb RAM 




LET'S GET ALONG 


his is a 'fun' game. Inverted 
commas are necessary because 
Reach For The Stars, while enjoyable, is 
not 'fun' in the sense that Quake or C&C 
are 'fun'. Those games, owing to their 
superficiality, appeal to almost everyone. 

However, in-depth strategy jaunts such 
as this lend themselves to a specific type of a 
gamer - one who likes to get into the nitty 
gritty statistical details of running a ruthless 
galactic empire. A gamer who enjoys 
plotting a battle rather than fighting it; a 
gamer who prefers the ruthless red tape of 
bureaucracy to the callous brutality of 
unplanned war. 

Hellish aliens 

Technically speaking - which is the type of 
language fans of this genre will understand 
- Reach For The Stars is not exactly 
spectacular. The graphics are decent at best, 
and audio treats are few and far between. 
Although it must be said that the lack of 3D 
trickery and other such aesthetic treats 
somewhat adds to overall austere 
atmosphere of the game - which is, at its 
essence, simple and to the point strategy 


gaming. There are some noticeable design 
bugs - such as overlapping textures and 
jittery Al - which really cannot be attributed 
to anything else but sloppiness on the 
programmers part. Nothing major perhaps, 
but noteworthy nonetheless. 

One flaw which is major, however, is the 
interface. Apparently quite some time was 
spent developing what is touted as a 
completely user-friendly interface - fun and 
easy to use. Well, owing to often absurd 
complexity inherent in issuing simple orders, 
the interface is about as 'fun' as getting 
punched in the stomach by your grandma. 
Take note SSG: if we want to send a ship to 
another planet, just let us click on the ship, 
click on the planet and be done with it. Don't 
make us take a course in quantum 
mechanics and mathematical theory before 
we can figure out how to do it. 

Set in a hyper-future reminiscent of Star 
Trek, the plot essentially revolves around the 
standard megalomaniacal lust that 
apparently possesses the entire universe 
around 2050. Out of the sixteen races in the 
game, I encountered just two that were 
friendly. The others, particularly the ones 


One of the coolest features of this 
game is the fact that there are up to 
sixteen separate races to choose from 
in various scenarios. 

Are you a rampant colonialist intent 
on getting galactic domination as 
quickly as possible? Then the nomadic, 
Starship Trooper-esque Hive are your 
men... bugs... aliens... whatever. 

What is even cooler, though, is the 
fact that races are not limited to specific 
sets of technology owing to the nature 
of the games R&D engine. This, 
apparently, makes way for an endless 
amount of gameplay scenarios. But 
considering all technologies essentially 
do the same thing, I would take that 
statement with a grain of salt. 


that look like bugs, would usually reply to my 
offers of diplomatic friendliness with a much 
more political version of "Go to hell...". This 
was then followed by the computer 
informing me that I was at war with the said 
race - which is a much more political way of 
saying "...Or we'll send you there". 

Apparently, the first thing that scientists 
will think when they invent the intergalactic 
hyperdrive in a few hundred years is "Great! 
Now we can travel to other planets and 
slaughter their inhabitants! Yay for us!" 

However, future galactic oppressors 
and software moguls, should remember: 
contrary to the opinion of colonial Britain, 



I 80 PCPP 








A CHALLENGE 


Reach For The Stars was originally released in 1983 on the old 
ApplellE. Apparently. You see, the thing is, no one has a copy. 

After spending hours looking on the internet, I found not so 
much as a mention of the original version. Refusing to be 
discouraged, I then proceeded to ring SSG - the makers of the 
game - to see if they could supply me with a copy or a 
screenshot or anything at all helpful. 

Nothing. The people who made the game can offer no material evidence for its 
existence. So, if any of you Indiana Jones types out there fancy a bit of treasure hunting 
and actually do manage to Find a copy of the original, let me know will ya? 



interactivity drops, leaving you staring 
at a bunch of output numbers 


and exploit it. Oh wait, not that one. That 
one's got a methane-based atmosphere, not 
too healthy for the old lungs that. That one? 
Well, yeah, I guess you could use that one, 
but look at the gravity statistics - not very 
conducive to building, is it? New weapons 
you say? You've got hands - research them. 
This game gives you nothing for free, and 
everything's your responsibility. Detail, my 
friend, detail. And this is where the inverted 
commas come in. Detail: is it 'fun'? 

Cerebral pleasures 

In order to answer this question, let's take a 
look at a piece of marketing propaganda 


should be fun. Yet the fact that, once you've 
designed your ship, you have very little 
control over it in a battle scenario seems to 
negate any purpose in bothering to design 
it in the first place. The same goes for 
industry. Once you have built it, the level of 
interactivity drops to almost zero, leaving 
you staring at a bunch of output numbers. 
So, why should we detail the specifics of a 
particular aspect of the game if we can't 
control it fully? 

This can be answered in a single word: 
planning. It's the planning that makes Reach 
For The Stars and games like it fun. If you are 
attracted by this type of enjoyment, chances 


are you're not going to care whether or not 
you can fly your warship - you just want to 
see it in action, right? Reach For The Stars 
offers the cerebral pleasure of seeing a 
carefully plotted course of action take effect 
without having to get your hands dirty, a 
pleasure I can fully appreciate without 
necessarily liking it. 

Reach For The Stars is a good game - 
and I will leave out the inverted commas 
this time. It won't appeal to everyone, but I 
hear there is a higher proportion of gamers 
amongst astro-physicists than the rest of 
the community. 

Daniel Staines 


running an empire does not just mean 
annihilating everything and sorting out the 
rubble later. It means dealing with the 
details of army bureaucracy. It means 
maintaining a consistent industry and 
pumping a good amount of funds into 
research. It means taking a course in astro 
physics before you can even begin to move 
your cursor. In a word, it means detail. 

You wanna build a ship? You're gonna 
have to design that ship first, boy. And let's 
not forget the resources you'll be needing. 
Where do you get those resources? Well, 
there's plenty of planets out there - pick one 


from SSG's website: "Designing your own 
space jumping, enemy crushing starship 
should be one of the real pleasures of 
being a space tyrant. In Reach 
For The Stars, we have 
made the process 
pretty easy, so 
that it's 
basically a 
procedure 
that you will 
really want to do." 

The italics in that quote 
Designing the details of your warship 


PC 



for 


■ Engrossing 


■ A turn-based 
dream for some 

AGAINST 

■ Too detailed 

■ A turn-based 
nightmare for others 

OVERALL 

Hardcore gaming at 
Its hardest 


PCPP 81 






REVIEW 


KISS PSYCHO CIRCUS 

Please insert a suitably unfunny Kiss pun here before we go to print 


DETAILS 


GENRE 

Platform Shoe 
Firstperson Action 

MULTIPLAYER 

Yes (1-16 via TCP/IP) 

DEVELOPER 

Third Law 
Interactive 

PUBLISHER 

Take 2 Interactive 

DISTRIBUTOR 

Jack of all Games 

AVAILABLE 

Now 

RATING 

M 

NEED 

P-266, 64Mb RAM, 
4xCD, 3D Videocard 
(D3D), 350Mb HDD 

WANT 

PII-350, 16MB3D 
Videocard 




ONLINE 


wwwJusspsychocircusxom 

Official game site 


VYWw.geocities.com/Area5 

1/Hollow/2648/home.htm 

Wanna find out more 
about the comics, 
do you? Ya weirdo! 


82 PCPP 


ove or loathe them, Kiss have 
achieved a remarkably high status 
in modern pop culture. Most people over 
the age of 25 will probably have some 
embarrassing stories to share involving 
a tennis racket, a locked bedroom 
door, and the latest Kiss cassette. "It's 
okay Mum, I wasn't touching myself 
inappropriately, I was just playing air 
guitar to the latest hot Kiss song!" 

But the time of Kiss has (thankfully) 
passed and most of us have moved on. So it 
begs the question as to why a 
new start-up development 
house (Third Law), freshly 
escaped from the evil clutches of 
John Romero's ego (Ion Storm), 
decided to take on as their first project 
a game that is not only about a decidedly 
embarrassing relic of a glam band, but 
based on a comic that seems to be a 
combination of some vaguely gothic carnival 
gone wrong with said faded glam band. Go 
on, think up a scenario that sounds sillier. 

Platform Boot Shoot 

But what is the story, then? Well, I'll be 
honest - 1 didn't pay too much attention to 
the backstory. There was one, of course, 
lovingly detailed in the manual and 


opening cinematic. But this is a firstperson 
shooter, after all. I'm sure that if you're into 
faux Goth comics about warriors that 
gradually turn into members of Kiss to take 
on some devil child thing, you'll be quite 
pleased with the storyline of the game. 

For the rest of us, however, there are four 
realms for to blast through, each giving you 
the opportunity to take on a different avatar 
with slightly different weapons at his 
disposal. Unsurprisingly, those four 
characters are based on the four members 
of Kiss. As you journey around each realm, 
you gradually find different items that 
increase your power and armour - 
and eventually turn you in to 
the actual Kiss members, 
face paint, platform 
booties and all. I couldn't 
stop giggling at this part... 

Third Law has done 
some very good work with 
the Lithtech engine - the 
detail of the buildings and 
ancillary elements of the 
realms are pretty, the 
level design is decent if 
uninspired, and the game runs 
nice and smooth even with a 
host of enemies on screen. 




THE AVATARS 


So who are these avatars that turn into 
the members of Kiss? It's a little 
confusing (and, some would say, silly), 
but here they are; 

• Pablo Ramirez, 21. An avid sword 
collector well versed in ancient religions. 
Alter Ego; Paul Stanley (lead singer) 

• Patrick Scott, 27. A gifted puzzle 
solver, Patrick personifies the 
instinctual beast in us all. Alter Ego: 
Peter Criss (drums) 

• Andy Chang, 33. A former Yakuza 
operative, Andy dresses sloppily in 
cowboy clothing (I'm not kidding, this is 
straight from his 'bio') and is a smoker. 
Alter Ego: Ace Frehley (guitar) 

• Gabriel Gordo, 31. A master of Tai Chi, 
Gabriel is well educated and patient yet 
still embodies all the darkest impulses of 
the mortal soul. Alter Ego: Gene 
Simmons (really long tongue) 









Magic baddies 

This last point - regarding the adversaries - 
is important because you will be Paced with 
a hell of a lot of enemies swamping you 
mercilessly almost all the time. Not since 
Doom has a (reasonably high profile) FPS 
featured so many swarms of enemies, and 
it's an approach on the part of Third Law 
that I actually quite enjoyed for a while. 
You're not hiding in shadows or jumping out 
from around a corner to pick off an 
opponent; instead you're panicking, 
shooting anything that moves and trying to 
get to the enemies with ranged capabilities 
while dodging the hordes that are 
attempting to swarm you. It's a really 
exhilarating experience, and one that 
Psycho Circus attempts, somewhat 
successfully, to evoke. 

I say only somewhat successfully 
because the way that Third Law have 
chosen to introduce most of the enemies is 


through spawn points. Once triggered, the 
spawners will keep throwing out masses 
of one type of beast until you shoot the 
spawn point. In theory, this sounds quite a 
novel and interesting challenge for the 
player. Well, it is and it isn't. It makes for a 
slightly different challenge, but also one 
that quickly becomes old, and you may 
well find yourself quite bored with the 
tactics required. Run toward spawn points 
while jumping over enemies, kill spawn 
point, turn around and kill spawned 
monsters. Yawn. 

Perhaps Third Law realised this, and 
added in another way for monsters to attack 
- make them materialise out of thin air 
behind you. Clean out one area and as you 
move on towards the next spawn point, 
magically the once clear area behind 
becomes infested with all new monsters. 
Scary at first, but by the hundredth time it's 
gone far beyond frustrating. 


ARE YOU A REAL KISS FAN? 


Answer these questions to find 
out how much of a loser you are! 

Answers are below. 

1. Who designed the Kiss logo? 

2. Did the band really put some of 
their blood in their comic book 
dye vat? 

3. What was Gene Simmons' occupation previous to Kiss? 

A. Name the 1983 movie that Gene Simmons was offered the lead 
romantic role in 

5. Was land bought by the band to build a Kiss theme park? 

6. Name the country that has banned the Kiss logo? 

ANSWERS 

7. Ace Frehely, when he was an art student in Manhattan 

2. Scarily enough, yes. 

3. He was a 6th grade teacher. Yes, really 

A. Flash dance. 'What a feeling’ that would have been! 

5. Yes. Thankfully, it never eventuated though 

6. Germany - the stylized SS looks a little too Nazi party-ish, you see 



dodging the hordes that are 
attempting to swarm you 


Kiss Quake 

Weapon powers and variety are critically 
important to an FPS and though Psycho 
Circus doesn't disappoint exactly, it probably 
won't really rock your world either. The 
weapons are pretty standard fare derived 
from those offered in Quake - a melee 
weapon, a rapid fire cannon (Zero cannon) 
that doesn't do much damage, a shotgun 
(Magma cannon) good for close up damage, 
a rocket launcher (Windblade), and four 
varieties of BFGs, one for each character's 
'special weapon'. The only item missing 
from this lineup is a grenade launcher, 
which is given to you in the form of 
explosive jack-in-the-boxes picked up on 
your travels. They're pretty much worthless 
however, with almost no range at all and a 
powerless bang. Also on offer is a whip 
(Scourge) which can be used as a railgun- 
like weapon with a long reach and as a 
grappling hook. 

The weapons do suit the monsters in the 
game pretty well, and the amount of ammo 
left lying around is just about right in 
volume - but they're not really powerful 
enough to work well in multiplay. In fact, 
the entire multiplayer setup seems a bit 
tacked on; play isn't all that balanced and 
there isn't really enough to keep one 
amused especially when a game of Quake 3 
or UT is compared. 

So what does it all come down to? Well, 
Psycho Circus is a decent game, and I did 
enjoy it for a fair amount of time running 
around and blasting wacky creatures whilst 
dressed up like a Kiss member. However, the 
above flaws mean it just isn't good enough 
to get any jaded FPS gamer's attention. 

Unless said gamer also happens to be a 
member of the Kiss Army (in which case it 
wouldn't matter what this review said). It's 
worth a look, but there are far better FPS 
games out there. 

Gareth Jones 


PC 


FOR 

■ Kitschy cock- 
rockin' fun 

■ A very doom-like 
environment 

■ You can blow up 
the radios playing 
Kiss songs 

AGAINST 

■ Nothing that new 

■ Pedestrian 
weapons 

■ Respawn enemies 

■ Rather half- 
baked multiplayer 

OVERALL 

You may well want 
to Roc k'n’ Roll all 
nl-i-l-ight, but you 
won't play Psycho 
Circus ev-er-y day 


64 


PCPP 83 I 






REVIEW 


WARLORDS BATTLECRY 

The game that proves realtime doesn't mean turn-based without the turns 


DETAILS 


GENRE 

Hero Led RTS 
melange 

MULTIPLAYER 

Yes (1-4, IPX) 

DEVELOPER 

SSI 

PUBLISHER 

Mattel 

DISTRIBUTOR 

Mattel 

AVAILABLE 

Now 

RATING 

TBA 

NEED 

P-233, 64Mb RAM, 
4xCD 

WANT 

PI 1-300, 128Mb RAM, 
3D Soundcard 


ONLINE 


vwwjwartordsbattJecryxom 

The official site 



www.ssg.com.au 

See what else the 
developer is up to 



www.mediafarm.no/fors 

oksgard/kukaster.asp 

Indulge your desire 
for cow-tossing 



84 PCPP 



Those spikes make for some imaginative fortification 




! 

u. 




n here have been two game genres 
that in a lot of ways defined 
gaming in the 90s. The first was the 
firstperson shooter, and the second 
would have to be top-down strategy, 
turn-based then realtime. So, it's 
appropriate that in the 21st century we 
receive a new offering from one of the 
first series in the latter genre. 

The original Warlords was a bit of a classic 
- it's unique interfacing I would claim directly 
influenced Warcraft and the like and as such 
is to be respected. For this reason, Warlords 
Battlecry is such a disappointment. Not 
because it's bad because it's not, it's just that, 
well, it's really not that good. Let me explain. 
SSI did the Reach for the Stars games, and the 
original Warlords were, like Reach, turn-based. 
This is their first realtime offering and I feel 
they've strayed from their field of excellence. 

Ready to order? 

In the last three years, we have seen several 
advances in the overall feel if not format of 
RTS. The struggle of course is to change the 
feel of turn-based combat into realtime and 
frankly, it fails. Mainly this is due to simple 
gameplay. Turn-based is a far more precise 
mathematical game. It's Chess, it's Go, it's 
Poker. Odds must be calculated and risks 


must be taken and vectors computed. This 
was where Warlords always stood above its 
competitors. You didn't enter combat until 
you could be sure of the strength of a force. 
Battlecry gives the impression that larger 
forces are the only necessity for victory. The 
planning once required is missing and 
leaves a glaring flaw in the gameplay. 

Such a flaw is compounded by that fact 
that the interface is slightly less than 
intuitive. In fact, it's just a bit of a pain. A 
realtime game needs to be highly reactive. A 
one-click system is a serious need in RTS, but 
Battlecry has an overly complicated method 
of play. All troop control comes from one 
menu. To utilise this you must place the 
cursor and hence the controls (walk, fight, 
guard, form up) off the combat screen. 

Not so bad, sure, but then when you want 
to actually change the direction that a 
troop is walking in, again you must click 
on the menu. Change orders. Want 
your guys to 
fight only 
specific 

targets like enemy heroes? Click on the 
menu. Change orders. Want to separate 
units to perform different tactical 
manoeuvres? Click on the menu. Change 
orders It's time consuming, irritating, 


hidebound by tactical turn based hold overs 
and just a pain in the ass (Nnngh! - Ed), 
especially in the middle of dire combat. After 
all, when Dark Elves are chewing your flanks 
you'll not appreciate the time it takes access 
various menus. One click is all it should take. 

Perhaps you are already wrinkling your 
nose in disgust at this game. Well, don't be 
quite so hasty, because there are some good 
points. Warlords has always relied on 
powerful heroes to advance gameplay and 
strengthen forces, and this time they've 
continued that trend. The generals and 
lieutenants of the armies are, well, 
excuse this colloquialism, but 
they goddamn rock! Nothing 
like taking your kick ("arse" - 
Ed) characters into battle 
and watching the 
pathetic little troops 
line up to die. 
Graphically they 
stand out from the 
rest of your armies 
and do make an 
interesting addition 
to gameplay. This 
becomes more evident when 
mission specs state that these 
powerful characters have to 











WE COULD BE HEROES 


survive until the end of scenario. The 
temptations against using them tactically 
wars against the need to keep them safe 
and can be a tricky thing to balance. 

Despite its realtime switch, Battlecry has 
maintained a look comparable to most turn- 
based games. Typically, RTS gamers like their 
eye candy, but this isn't pretty. Sure, it's good 
to look at and all seems to be in scale - 
except cavalry is disproportionately large - 
but nothing is particularly magnificent about 
it. Everything moves well, the landscapes are 
easily recognisable and the units move with 
realism and grace. But the spells of Majesty 
are better rendered and there are better 
architecture designs in Invictus. 

Sound is again pretty standard. Yes, the 
occasional voice is heard and sometimes a 
nice theme will be played over the gameplay 
itself, but nothing to make you prick up yours 
ears and snap your fingers in groovy time. 

Do you get the impression it's all average? 


Bottlenecked guerillas 

If something does really stand out about this 
game then it's in the scenarios and 
campaign. Divided up into good and evil 
armies, these are very interesting to use 
tactically. Keeping individual figures on the 
field safe from harm is not the only facet of 
play that keeps the brain attentive. Often 
landscape is designed to be used in the 
missions and campaigns. Things like 
bottlenecks, plateaus, lakes and all the rest 
can be used to plan offensive and defensive 
strategic commands. Sometimes even the 
most simple scenarios are used: just basic 
stuff like being outnumbered or having to 
use Guerilla techniques, or ambushes. 
Viewed through the eyes of veteran war 
game designers they become a new kind of 
fight. They've have been so under-used that 
one forgets how much fun the classics 
actually are; battles you have to sit down 
and plan out. 


Let your heroes be the ones who take on the bad guys in this 
game. They are the best suited for taking on powerful individual 
units anyway and the game gets really fun when two major players 
site each other over the field and rush to battle. But while they are 
doing that, use your other soldiers as a skirmish or defensive shield. 
Flanking and rear attacks will kill just about any body. 


cavalry is disproportionately large 

The engine used to make this is nicely 
advanced. Your archers won't stand one 
foot away from marauding monsters. They'll 
launch arrows from reasonable distances 
and work well in the formations you give 
them. Monsters and enemies also benefit 
from this, and will use formations and 
tactical displays against your own troops. It 
can make the game a lot harder but I'm 
telling you, there is nothing like a big fight 
against smart dudes. If only the interface 
made it easier... 

The main problem with the game is 
very simple: it is not an advance on 
anything, it has not perfected an old idea, 
and it does not even sacrifice the hard 
components of a game to focus on plot 
and atmosphere. It's enjoyable but really 
rather ordinary. 

I hate giving this game a negative review 
because it's got a large history of Australian 
involvement in the franchise but essentially it 
is nothing more than average. The design 
team really needed to understand that the 
market place has evolved beyond this form 
of gaming and updated the franchise to 
reflect this move. While Warlords: Battlecry is 
something you could probably give a miss, 

Warlords 4 is still coming, and it promises 
genuine turn-based strategy. 

Christian Read 


FOR 

■ Nice strategic 
elements 

■ Great Hero units 

AGAINST 

■ Indelicate interface 

■ Poor plot 

■ Unoriginal design 

OVERALL 

Turn-based into 
realtime just 
doesn't quite fit 


PCPP 85 







REVIEW 


ALL STAR TENNIS 2000 

Your chance to “be" Lleyton Hewitt 


DETAILS 


GENRE 

Sports Sim 

MULTIPLAYER 

Yes (1-4) 

DEVELOPER 

Aqua Pacific 

PUBLISHER 

Ubi Soft 

DISTRIBUTOR 

Ubi Soft 

AVAILABLE 

Now 

RATING 

G 

NEED 

P-166, 32Mb RAM 

WANT 

PII-266, 64Mb RAM 


ONLINE 


www.ubisoft.co.uk/ 

It's rumoured that it 
won’t be released in 
the US, so you'll 
need to visit our 
"local" European 
site for any patches 
and addons. 



PC 


FOR 

■ Nice ball physics 

■ Real players to 
compete against 

AGAINST 

■ Dated graphics 

■ Dodgy Al 

■ No atmosphere 

OVERALL 

More a drop volley 
than a smash 




FAMILIAR FACES 


Ul>i SOU 


The old glue-on-the-service-line trick 


Unfortunately, there seem to be other 
things inherited from the console versions, 
the graphics being the main one. The game 
runs in 640x480 resolution with no obvious 
anti-aliasing and no opportunities to change 
any graphical setting. This makes for a 
pixellated view when compared to other 
games already on the market. 

All the standard tennis modes are there. 
Exhibition for the one-off game, while 
Tournament and Season modes provide a 
longer lived experience and a bit more of a 
challenge as you progress through the 
rounds. Speaking of challenge, most gamers 
will find that once they get used to the 
response time of the controls, they will 
quickly master the single difficulty setting 
that is available. 

Advantage receiver 

The shining light on all this is the physics. 
Sure the graphics and the Al aren't crash 
hot, but the way the ball moves is realistic. 
Even the close calls that at first glance 


appear incorrect turn out to be accurate 
from the replays. 

The players also move realistically, 
although there are some odd flaws with the 
ball not hitting the racquet properly, or 
occasionally the players will appear to be 
double-jointed and have this amazing 
ability to force the racquet right back 
against their arm. 

The surrounds are disappointing in their 
lack of animation - ball boys, umpires, 
linesmen, and audience are all totally 
motionless - and the only way the 
atmosphere works is by the odd call of 
encouragement or cheer of the crowd at the 
completion of a good rally. 

Overall, All StarTennis 2000 isn't really 
any improvement on previous titles, but that 
doesn't have to be all bad. After all, you're 
given the opportunity to show Lleyton 
Hewitt how to really play tennis. Just don't 
look for it to satisfy your Anna Kournikova 
mixed doubles fantasies. 

Andrew Parsons 


The selection screen allows you to choose from 32 tennis players from around the 
world. Some are famous, like our own Lleyton, while others are unknowns, except to 
the hardcore tennis fan. 

Can you guess whom these faces belong to? 


Answers: 


Hi/wan uo^Aan Q 'uaiJanjj OAeqsnr) 3 '^aips eJeqjeg g 'zaujijeyy e^ipuo} yj 


D ll StarTennis has finally been 

released on the PC after enjoying 
much success on the consoles, and 
appears to have retained the same easy 
accessibility to be found in the "99" 
version that appeared on the 
PlayStation and N64. 

Sports titles can be easy to produce, 
especially when based on sports such as 
tennis. This is due to the simplicity of the rules 
and low number of elements or objects that 
need to be tracked at any one time. Indeed, 
many companies have attempted to recreate 
tennis, right from the very first computer game 
called Pong, but the majority are disappointing. 

All StarTennis is the latest attempt to push 
the game of champions to the fore [sic] of 
every gamer's screen. It boasts a full 
complement of real players, both female and 
male, and eight different courts from various 
places around the world are represented. 

Deuce 

To appeal to the largest market, the 
developer has kept everything simple by 
retaining a control method similar to that 
used on the consoles. Four directional 
buttons along with four different shot 
buttons serve (Groan - Ed) all the player's 
needs. The shot types available are generic, 
and are affected by the direction the player is 
moving when striking the ball. 


86 PCPP 















You want it all. 

You want games news and you want it now. 

You want the latest reviews and you want them real. 
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You want your favourite games magazines online. 


more content 



REVIEW 


WARGAMES HEAVEN 

Is a duo of hardcore, turn-based strategy games from Talonsoft 


DETAILS 


GENRE 

3D Turn-based 
wargame 

MULTIPLAYER 

Yes (1-16, LAN 
or modem) 

DEVELOPER 

Talonsoft 

PUBLISHER 

Take-Two Interactive 

DISTRIBUTOR 

Jack of All Games 

AVAILABLE 

Now 

RATING 

G8 

NEED 

P-200, 16Mb RAM, 
250Mb HDD 

WANT 

PII-233, 64Mb RAM 


PC 


FOR 

■ Simple interface 

■ Solid graphics 

■ Great variety 

AGAINST 

■ Some of the 
scenarios are 
probably too big to 
stay manageable 
with the interface. 
But at this price? - 
nothing really! 

OVERALL 

An excellent 
compilation for the 
discerning wargamer 




As these three views of the battle for Arnhem Bridge show, 
Europe in Flames is designed with situational awareness in mind 
- always the most difficult task in a computer wargame. The 2D 
perspective gives players a good feel for the general tactical 
situation and the location of objectives; the 3D view drills in on 
the detail, showing obstacles and identifying the best routes 
and targets; and the final view highlights the bases of all units 
to assist in location and movement. Just about anything can be 
highlighted in this way, including leaders, the supply situation, 
and organisational groupings. 


BURN, EUROPE, BURN 


Don't fences go around bases? 


D alonsoft has pretty much had the 
historical computer wargames 
market sewn up for the last few years, and 
with good reason. The Battleground and 
Campaign sets combined solid graphics, 
meticulous research and standardised 
interfaces to dominate the 3D turn-based 
strategy market, while The Operational 
Art of War I & II set the standard for 
transferring the traditional hex-based 
boardgame concept to the PC. With some 
potential challengers looming on the 
horizon, the great news is that Talonsoft 
has released a couple of excellent value 
compilations and add-on packs that 
might just attract some new fans and 
rekindle interest amongst veterans of 
the genre. Given the convenience and 
relatively low price of the new combined 
editions, many existing users will have 
some serious decisions to make. 

Europe in Flames 

Europe in Flames presents the entire Campaign 
Series on two CDs, including the West Front Elite 
Edition (with Battle Pack 1), East Front II and the 
Operation Sea Lion expansion pack. The net 
result is almost 300 scenarios, 38 historical 
campaigns and online support for up to 16 
players. Just in case that lot isn't enough for you, 


first rate scenario editors allow you to create 
unique battles using any of the thousand or so 
units available in the database. Remarkably for 
a compilation, full documentation is provided, 
and the common interface means that jumping 
from one theatre of war to the next is hassle 
free. Operation Sea Lion has also been released 
as a stand-alone expansion, with the 
opportunity to fight hypothetical battles in 
Britain adding a terrific dimension to the series. 

Both West and East Front scenarios in 
Europe in Flames have held up remarkably 
well since the Campaign series was first 
released. Actions range in size from small 


company or battalion sized engagements, to 
major campaigns involving the command of 
entire armies over huge operational areas. A 
straightforward and highly configurable 
control system means that you can 
concentrate on tactics rather than mastering 
the interface, with onscreen prompts ensuring 
that nothing is overlooked. The better than 
average combat model is matched by solid 
graphics and sound, and the Al makes a 
reasonable fist of it - although human 
opponents are always the best with this 
series. Europe in Flames is simply unequalled 
as a value-priced 3D representation ofWWII. 


OPERATION SEA LION 


Packaged with Europe in Flames, the Operation Sea 
Lion expansion pack can also be purchased separately 
by those who already own West Front. Although 
Hitler's planned invasion of England was actually 
cancelled after the Luftwaffe failed to control the 
skies in the Battle of Britain, Operation Sea Lion gives 
you the chance to see what might have happened if 
things had gone differently. British forces include the 
regular army, the Home Guard and resistance groups, 
all of which must be coordinated to combat German 
paratroopers and amphibious landings. You just can't 
pass up the opportunity to fight over places with 
names like Tunbridge Wells! Includes 30 scenarios and 
3 campaigns in Britain and mainland Europe. 



88 PCPP 











FLASHPOINT KOSOVO 


DETAILS 


Flashpoint Kosovo is available as part of the 
Century of Warfare compilation or as an 
expansion pack forTOAW II. It includes 
eleven new scenarios (of which Kosovo is just 
one), all of which are of the larger variety. 
The mix of units is great, with air power and 
air mobile operations playing a far bigger 
role than they did in the earlier TOAW II 
scenarios, and some interesting geographical 
areas are included. It's basically more of the 
same, although the recent and topical nature 
of some scenarios adds spice. In particular, 
the sheer complexity of modern warfare is 
apparent - despite the CNN view that 
airpower can do it all alone! Great value as 
part of the compilation, but I'm not sure I'd 
fork out for it on its own. 



Century of Warfare 

The Operational Art of War I & II need very 
little introduction to serious wargamers, as no 
other commercial release comes close to 
matching their attention to detail, superb 
combat modelling, or the sheer scale of the 
scenarios on offer. TOAW I was an incredibly 
ambitious project when released in 1998, 
covering all of the major actions between 
1939 and 1955. The following year, TOAW II 
introduced an improved game engine and 
took players into the modern era. Talonsoft 
have now re-released the entire series, 
including add-on packs, on a single CD under 
the title of Century of Warfare. Documentation 
is again provided (although it continues the 



a complex, time consuming and 
graphically unexciting product 


TOAW II tradition of being poorly structured 
and written), the interface and combat 
resolution models are standardised between 
the two volumes, and the whole thing is 
presented onscreen as a single game. 

All up, Century of Warfare has over 70 
scenarios, including the Flashpoint Kosovo 
expansion pack (also available separately), 


and some bonus WWI engagements that 
were not in the original releases. As 
expected, the database is as good as you're 
ever going to get, containing just about 
everything that moves or shoots in the 20th 
Century, and the scenario and event editors 
enable players to design their own historical 
or hypothetical campaigns. For many fans, 


the ability to design such comprehensive 
scenarios has always been the best thing 
aboutTOAW, and no one will be disappointed 
with the combined capabilities of these two 
games. Despite a reasonably straightforward 
interface, Century of Warfare is a complex, 
time consuming, and graphically unexciting 
product, that is arguably more of a model 
than a game. Doesn't matter! TOAW I & II are 
still the best serious wargames on the 
shelves today, and Century of Warfare offers 
remarkable value for the socially challenged. 

Major Des McNicholas 


GENRE 

Turn-based wargame 

MULTIPLAYER 

Single, Hot Seat or 
PBEM 

DEVELOPER 

Talonsoft 

PUBLISHER 

Take-Two Interactive 

DISTRIBUTOR 

Jack of All Games 

AVAILABLE 

Now 

RATING 

G8 

NEED 

P-200, 16Mb RAM, 
150Mb HDD 

WANT 

PII-233, 64Mb RAM 



ONLINE 


For unofficial 
scenarios, strategy 
guides and 
opponents for 
Century of Warfare 
& Europe in Flames. 

www.talonsoft.com 


talonsoft.com/warroom 


www.wargamer.com 


PC 


FOR 

■ Incredible depth 

■ Long term play 

■ Scenario editor 

AGAINST 

■ Too big for some 

■ Poor manual 

■ No tutorials 

OVERALL 

Two of the best 
together in one 
great package 


81 * 


PCPP 89 










PIZZA SYNDICATE 

Would you like gameplay with that? 


DETAILS 


GENRE 

Strategy 

MULTIPLAYER 

No 

DEVELOPER 

Software 2000 

PUBLISHER 

Software 2000 

DISTRIBUTOR 

OV Software 

AVAILABLE 

Now 

RATING 

G8 

NEED 

P-166, 32Mb RAM, 
200Mb HDD 

WANT 

PII-350, 64Mb RAM 


D t took a while, but those jokes 

about the Mafia and their pizzerias 
being fronts for money laundering have 
finally turned out a game - Pizza Syndicate 
- where your ticket to the top lies in the 
best pizza topping you can create. 

The layout is pretty familiar, being similar 
to Theme Hospital or Rollercoaster Tycoon, in 
that your success is measured by the 
response to your restaurant by virtual 
customers. An original idea, Pizza Syndicate 
aims quite high, but misses by a fraction due 
to the immense amount of features that 
need to be controlled. Along side with the 
usual running of a restaurant, like staffing 
and supply demands, you also need to really 
take care of business. Not enough cash? Get 
a bank loan. Need staff? Go and hire some. 
Not enough customers? Try an advertising 
campaign. The trick in all of this is not to 
blow your budget whilst trying to get ahead, 
and keep abreast of the situation at hand. 

The Mafia side of things kicks in when 
you want help to knock out the competition. 
This ranges from various sabotage methods 



Plzz* Noojme 


Where home delivery means sending round the boyz to get heavy 


such as rat and roach infestation, mouldy 
cheese destroying the opposition's stock, to 
outright warfare - complete with guns and 
bombs and dumb gangsters. But be careful, 
as this is a two-way street where your business 
can go downhill in the blink of an eye. 

The in game tutorials do little to sort out 
the confusion, after a while you find yourself 
wondering why you're doing so well or badly. 
You also start asking if you'll ever find out. 

Agata Budinska 



WACKY RACES 

Zoom into Penelope's Pitstop before Dastardly's Dick 


DETAILS 


GENRE 

Acrade Racing 

MULTIPLAYER 

Yes 

DEVELOPER 

Infogrames 

PUBLISHER 

Infogrames 

DISTRIBUTOR 

Ozisoft 

AVAILABLE 

Now 

RATING 

G 

NEED 

P-166, 32Mb RAM 

WANT 

PII-266, 64Mb RAM, 
3D Videocard (D3D) 


t seems like a few ice ages ago 
when I first saw Wacky Races on 
TV. God I hated it. How could any red- 
blooded Ozzie lad watch a cartoon 
whose heroes dressed like they 
belonged on the back of a Gay Mardi 
Gras float? It doesn't quite stand up to 
South Park or Ren 8. Stimpy does it? 

Wacky Races is quite possibly the most 
inappropriate PC title we've seen in at least a 
year. At least for adult gamers. If you have 
young kids they may get some enjoyment 
out of this one but apart from that. . . 

Super Muttley Kart 

This is essentially a kart racing game 
utilising the characters from the animated 
TV series, some of which are freely available 
and others which need to be unlocked by 
winning races. However, the game has a 
few weak points that stop it from being as 
much fun as it could have been. 

The tracks are very dull and seem to 
have been deliberately designed to be as 
annoying as possible. The game also seems 



to have some sort of built-in compensator 
for the computer cars, so that it is impossible 
to get any sort of lead over your opponents 
no matter how well you drive. 

When you combine that with the great 
difficulty in getting pickups and the very 
sloppy car handling you get a game which is 
more frustrating than fun to play. It's quite 
hard to understand why anyone bothered 
converting this to the PC as it has console 
written all over it. 

George Soropos 













ARCATERA 

A novel idea ruined by dismal dialogue 


u&i- 1 * ■ ippHp 


Still a contender for the Best Sky Ever 


A LACK OF CLASS 


mm 


All tile and no substance 


rcatera proves itself to be 
something interesting in the world 
of the RPC. Set within a finite gameworld 
of one city, you have three weeks to 
rescue a prince and stop a vicious gang 
supported by the evil and dully named 
Black Lords. Obviously the plot isn't the 
interesting thing about all the game. 
What makes it worth paying attention to 
is the non-linear game setting. 

On the surface, Arcatera is rather 
unprepossessing. It has the four 
character types that have been with 
RPGs since the early 70s: Mage, Cleric, 
Thief and Fighter. Boring stuff that 
you've seen a million times 
before. What's worse is that 
the character design very 
plain. There is nothing on the 
surface of the game that really 
invites you to delve deeper. But 
should you do so you will be 
rewarded with something that if it 
isn't brilliant is certainly a different 
gaming experience. 

Arcatera grabs your attention 
with an interesting blend of 2D and 
3D graphics. All backgrounds are 
pre-rendered, but your character is 
a 3D polygonal figure whose 
animation appears to have been 
motion-captured. It's still a bit 
choppy, especially when one is 
moving over broken terrain, but 
this is a great example of the effect. 


Truly, the worst part about the game is 
the lame ass characters. Clerics with about 
five spells? No real god or deity or ethics, 
but some dodgy non capitalised chaos 
thing? The magician on a quest to avenge 
her dead dad? The adventurer at least 
whines about his father and the thief 
had no motivation I can understand. Out 
of preference, use the fighter. I'm pretty 
sure his is the worst dialogue. 


The backgrounds are 
pretty and there are big 
full motion intros for 
the different characters 
but no eyeball kick 
beauty here. 

Microcosmic 

Where this game really 
takes off is the non- 
linear plot. You have 
probably heard games 
promise that before, but 
the way that the various 
plots and subplots are 
structured here you will 
find that this is probably 
about the closest you will 
get to free will in a game 


microcosm. You can follow any series of 
clues and can investigate what you want 
when you want. Game events move in 
realtime, so if you don't do anything about 
saving a fair maiden, for instance, she'll die. 
That leaves you without a series of clues and 
contacts to work with. It's quite an 
interesting set up and one I would 
recommend to gamers without hesitation. 

With one major exception. The dialogue in 
Arcatera is bloody atrocious: "How art thee, 
old buddy?", "Is that dost Okay?" The forced 
archaic English, especially in combination 
with the modern idiom is utterly ludicrous. 
Also, and this is something I've noticed 
with other games of European design, 
everything, including the evil monsters 
is very rounded and very smooth. It 
takes an edge of the overall design 
aesthetic of the game. 

Ultimately, Arcatera has to be ruled 
a bit of a dud, I'm afraid. No way does 
it come up against the heavies of the 
genre like Planescape: Torment or 
Omikron. Its non-linear gameplay is 
indeed rather interesting, but in the 
context it's present - that of a tired 
RPG quest - it doesn't really 
matter. Without compelling 
graphics and teeth grindingly bad 
dialogue, there is no real reason to 
stick around unless you are a hardcore 
roleplayer hanging fora minor diversion 
from the usual sort of experience. 

Christian Read 


DETAILS 


GENRE 

Roleplaying 

MULTIPLAYER 

No 

DEVELOPER 

Westka Ent. 

PUBLISHER 

Ubi Soft 

DISTRIBUTOR 

Ubi Soft 

AVAILABLE 

Now 

RATING 

M 

NEED 

PII-233, 32Mb RAM, 
8xCD 

WANT 

PII-300, 64Mb RAM 


ONLINE 


www.westka.com 

The developer's site 




FOR 

■ The non-linear 
plot is different 

AGAINST 

■ Insane Al 

■ Ludicrous dialogue 

■ Lack of pacing 

OVERALL 

Thou hast been 
decreed to suck - 
or is it sucketh? 


49 . 


PCPP 91 







REVIEW 


TACHYON THE FRINGE 

Logan's run takes him to the Fringe and back 


DETAILS 


GENRE 

Space Sim 

MULTIPLAYER 

Yes (Novaworld, 
LAN, IPX) 

DEVELOPER 

Novalogic 

PUBLISHER 

Electronic Arts 

DISTRIBUTOR 

Electronic Arts 

AVAILABLE 

Now 

RATING 

M 

NEED 

P-200, 32Mb RAM, 
4xCD, 16Mb 3D 
Videocard (D3D, 
OpenGL) 

WANT 

PI 1-350, 64Mb RAM 



www.bruce- 

campbell.com 

Bruce Campbell is 
the voice of Jake 
Logan, and long- 
time friend of 
legendary director 
Sam Raimi. You 
might remember 
him from such 
luminous artistic 
events as Evil Dead, 
Evil Dead 2, 
Hudsucker Proxy, 
Maniac Cop, Xena, 
and Hercules. 




n f you've had the opportunity to 
read the blurb or a preview on 
Tachyon: The Fringe, you would be 
excused for having a bit of a drool. On 
offer, apparently, are some stunning 
visuals, an evolving and participatory 
storyline, space combat, trading, a main 
character given voice by sardonic cult 
cool dude Bruce Campbell, open-ended 
gameplay, and a bucketload more to 
boot. It all sounds a little likeTachyon 
was all set to become a modern day 
Elite, doesn't it? Could it be? 

It ain't the new Elite 

Well, no. Developer Novalogic has instead 
produced a tightly scripted game where the 
evolving narrative takes precedence over 
open-ended, free shootin' and tradin' 
gameplay. This is not necessarily a bad 
thing. In fact,Tachyon is a remarkably 
playable and enjoyable space sim that 
compares well with contemporaries such as 
FreeSpace and Starlancer. Just don't expect to 
be trawling through an entire galaxy and 
choosing where you want to go. Instead 
you'll be presented with a lovely and 
engaging narrative that focuses around a 
Han Solo-like character, Jake Logan. 


As the game begins Logan has found 
himself on the fringe of known space 
(hence the game title) working small 
contracts for some megacorporations, 
which form the introductory missions for 
the game. Everything is going swell, until 
you become the scapegoat for a 
corporation screw up, and end up 
banished to the outer fringe, stripped of 
your ship and all your cool armaments. A 
few more missions kitted out in a crap ship 
and then you're presented with a choice. 

Do you attempt to work your way up the 
corporation GalSpan hierarchy, working 
exclusively for them? Or do you join the 
outcast freedom fighters, the Bora, who are 
fighting to own their own piece of space? 

But it's still great 

The way the game works is that there are a 
number of starbases at which you dock 
during the game to check out the job board, 
kit out your ship with the money you receive 
from completed missions, select your 
wingmen, and sometimes even play the 
pokies! There are usually three or four 
mission choices with varying degrees of 
difficulty (and remuneration), but this is 
nearly all the latitude that the game gives 


WHEN IS A MANUAL LIKE A BOOK? 


Kudos to the Novalogic people who bothered to produce a large, interesting and 
worthy manual - an increasingly rare achievement. More than just your standard 
manual fare of 'back story and control key listing', Tachyon's "Guide to the Fringe" 
really helps to flesh out the game universe as well as inform you of what you need to 
know for the game in an entertaining fashion. Excellent job! 


everything is swell, 
until you become the 
scapegoat for a 
corporation screw up 

you to make your own decisions. There are 
ancillary missions that you'll be given the 
opportunity to pick up along the way 
though, just for some variety. The catch is 
that to perform these missions you'll have to 
accept another Bora or GalSpan mission and 
then ignore it for a little bit whilst you jaunt 
off, which is a bit clumsy really. 

Ship control feels just right, and though 
the enemy Al leaves a little to be desired 
(hint: make sure you select 'hard' level, 
anything else is just far too easy) dogfights 
are fairly well balanced. For most missions 
you're also given the option to take along a 
wingman for a cut of the proceeds. During 
the latter missions especially, the wingman 
should be a godsend; sadly, often he is not - 
it seemed just as likely for my wingman to 
accidentally hit me as an enemy ship, no 
matter what orders I gave him. 

But these are really minor quibbles, and 
once you get used to them you'll have a 
whale of a time with Tachyon. The missions 
are nicely varied, including escort jobs, 
espionage, rescues, as well as the more 
standard 'go here, kill everything' style. 

Overall, Tachyon: The Fringe is an immensely 
satisfying game for both single and 
multiplayer, even if it's not the New Elite. 

Gareth Jones 



pc 


FOR 

■ Immersive plot 

■ Lovely graphics 

■ Some excellent 
mission variety 

AGAINST 

■ Too structured 

■ Limited 'trading' 
and exploring 

■ Dubious Al 

OVERALL 

A worthy contender 
in the space genre 


84 


92 PCPP 









THE SIMS LIVIN' LARGE 

Become a virtual game reviewer - see how much they don't get paid! 







DETAILS 


GENRE 

Little People 
Simulation 

MULTIPLAYER 

No 

DEVELOPER 

Maxis 

PUBLISHER 

Electronic Arts 

DISTRIBUTOR 

Electronic Arts 

AVAILABLE 

Now 

RATING 

G 

NEED 

P-233, 32Mb RAM, 
4xCD, Original copy 
of The Sims 

WANT 

PI 1-350, 64Mb RAM 


hen The Sims was first released 
earlier this year, some very curious 
changes began to happen to many a 
gamer. Where once a hardcore Quake 
clanner would be violently asserting his 
or her I33t DM skills and waxing lyrical 
about that legendary mid-air double 
gib that was just 'siiiiiiiiiick', more 
and more often one could watch an 
argument develop between two 
otherwise machismic 
gamers over whether that 
lamp really 
complemented the 
overall look of the 
bathroom. Or how much 
prettier that fuschia- 
shaded wallpaper made the 
dining room look. The Sims 
had arrived. 

Now that interest may be on 
the wane, there's a fresh new 
injection of life to the game 
courtesy of the Livin' Large expansion 
pack. Wa-hey! There's five new 
career paths to rise through, a 
slacker, paranormalist, hacker, 
musician and journalist (you will be 
pleased to note that a game reviewer 
is one step ahead of a typesetter - 
thanks Maxis!). Though apart from 
some rather cool new uniforms it still 
doesn't make much difference what job you 
do in the game itself. 


ORIGINAL SIM 


Ahh, how far we've come, eh? Anyone with 
a taste for nostalgia and a love of the 
venerable C64 should remember what was 
in many ways a precursor to The Sims - LCP 
or Little Computer Person. Your cute little 
character, Adam, was under your control 
and relied upon you to keep him fed, clean, 
intellectually satisfied and in good 
company. To get your attention he'd wander 
up to his study and type out a charming 
little note to you detailing his complaints. 


He clearly floats her boat 


Kid chemistry 

The real meat of the expansion pack is in the 
new items and home features. Always 
wanted to live in a dank gothic mansion? It's 
yours! Same goes for a funky futuristic style 
home, and there's plenty of useful items for 
those that revel in tackiness too. 

There's also a bunch of new chairs, 
beds, desks, pictures, lamps, and so 
on to choose from - enough to keep 
the interior decorator in you 
happy fora good long while. 

The new items aren't all 
just pretty to look at either - 
Maxis has noted the mean 
streak in players and catered to 
their wants with a variety of 
humorous and often disastrous 
objects. Take that antique lamp 
for instance. Hmm, a quick rub 
and suddenly the quintessential 
genie is summoned to grant 
your wishes! But, like the saying 
goes, be careful what you wish for; 

I don't want to spoil it for you, but 
really, you may want to save before 
rubbing. In fact, while you're exploring 
all the new objects you will want to save 
often, as the side effects can be 
devastating. Anyone with half a 
brain should be able to tell that giving a 
chemistry set to a child is a recipe for 
disaster - beware the evil twin! Of course, if 
all this is giving you the blues, just purchase 


one of those nice sad clown pictures - but 
uh-oh, if you're feeling sad the clown will 
come to life and attempt to cheer you up. At 
3am. While you are fast asleep. . . 

Good vibrations 

And that's just a sampling of what this 
expansion pack offers - there are also 
cool features like the ability to try 
talking the Grim Reaper out of taking 
your partner once s/he passes 
away, a telescope to look at the 
stars with (and to keep an eye out 
for aliens), robots that can be 
bought to help out with that 
pesky housework (I'm sorry Dave, I 
can't do that. . .), and even a vibrating 
bed so that your sims can (finally) 
consummate their passionate affair. 

The only criticism I have of Livin' 
Large is really a criticism of The Sims 
itself: it's managing the minutiae of 
everyday life that really becomes 
annoying after a while. I was hoping that 
the feature set of Livin' Large might 
address this in some way (sims that go 
to the toilet themselves, or pick up a 
phone when it rings, and so on). Still, 
even though this expansion pack is just 
a heap of new objects, designs, 
implements and career paths, there's 
enough to keep any fan of The Sims happy 
for the weeks and months to come. 

Gareth Jones 


ONLINE 


www.thesims.com 
Still a great place to 
visit thanks to Maxis' 
ongoing support for 
the game 


WS ~ ~ “ ■ 

v- :: .. afegBKBfe a 

tr — m eaar 


www.thesimsresource.com 

A vast repository of 
useful info and tidbits 


www.somethingawful.co 

m/articles/weekinsims/i 

ndex.htm 

A week in the life of 
Stabs and Porshe 
Felcher 


FOR 

■ Lots of new 
things to play with 

■ It'll rekindle 
interest in The Sims 

AGAINST 

■ More innovations 
would have been nice 

■ Still too much 
micromanagement 

OVERALL 

A good, solid add- 
on to a great game 


PCPP 93 









REVIEW 


MECH COLLECTION 

Below is some late night Mech Collection advertising... 


DETAILS 


GENRE 

Action/Strategy 

MULTIPLAYER 

Yes (1-8 via LAN, 
modem) 

DEVELOPER 

FASA Interactive 

PUBLISHER 

Microprose 

DISTRIBUTOR 

Hasbro 

AVAILABLE 

Now 

RATING 

M 

NEED 

P-200, 32Mb RAM, 
240Mb HDD, 2Mb 
Videocard 

WANT 

PII-300, 64Mb RAM, 
390Mb HDD 


B MechWarrior 3 is the giant robot 
gaming experience for everyone! 
LAUGHTER, TEARS, HIGH-POWERED 
MACHINERY and DESTRUCTION!! GREAT 
for MUM after a hard day!!! 

Well also give you the EXPANSION PACK - 
PIRATE'S MOON - full of more THUNDEROUS 
ROBOTIC ANTICS! Educational for the kids!! 

BUT WAIT! We're not done yet!! You also get 
the classic strategy of MechCommander Gold!!! 
Call in the next fifteen minutes and..." 

I'll have guns with that 

While we eagerly await Mech Warrior 4, 
there's some bargains to be had in the mean 
time. MicroProse delivers a collection of some 
of the high points in the whole Mech 
experience. For the uninitiated, as a 
MechWarrior, you pilot various large, killing 
machines in the distant future to mash some 
other giants robots through various missions. 

MechWarrior 3 and its expansion pack are 
the real winners in this collection - this is an 
attractive 3D action extravaganza that was 
stunning us about this time lastyear(91%, 


PCPP#39). A great level of control, excitement 
and detail is evident - violence with extreme 
prejudice is the order of the day. 
MechCommander Gold, while a solid upgrade 
of the original 3D isometric action/strategy, is 
looking decidedly dated and is really just here 
for strength in numbers. 

A good buy if you were in a coma while 
the rest of us played MechWarrior 3 or have a 
machine that's looking a little dated. And you 
get a truly dope t-shirt as well. Winner! 

John Dewhurst 





F/A- 18 E SUPER HORNET 

Flight simming without a soul 


DETAILS 


GENRE 

Modern Fighter Sim 

MULTIPLAYER 

1-24 

(head-to-head only) 

DEVELOPER 

Digital Integration 

PUBLISHER 

Interplay 

DISTRIBUTOR 

Interplay 

AVAILABLE 

Now 

RATING 

G8 

NEED 

P-233, 64Mb RAM, 
340Mb HDD, 4Mb 
Videocard (D3D) 

WANT 

PII-300, 128Mb RAM, 
16Mb Videocard (D3D) 


aybe I've been spoilt by Jane's 
recent effort in the F/A-18 stakes, 
but Digital Integration's offering is a major 
disappointment. Despite being a solid 
flight sim, F/A-18E Super Hornet is overly 
complex and simply fails to deliver many 
of the features expected by today's 
armchair pilots. The money spent on high 
quality (if poorly acted) cutscenes would 
clearly have been better directed towards 
a decent training package, simplified 
documentation, and at least a stab at 
campaign and multiplayer options. 




In addition to the 20 
alleged training missions 
(in which no training is 
provided!), 40 combat 
missions can be flown in the Barents Sea and 
Indian Ocean warzones. The Russians are at it 
again, and players are tasked with taking 
them on in a variety of air-to-air and air-to- 
ground missions, using the full range of 
weaponry available to the Super Hornet. No 
unified campaigns are available in the initial 
release, although they should be seen in the 
"Gold" version due to ship in the near future. 

Faint praise 

It's not all bad news. Super Hornet's cockpit 
detail is remarkable, with almost everything 
operable by mouse click, and the 
representation of carrier deck operations is 
as good as advertised. Similarly, the aircraft 
modelling is a beautiful sight to see - despite 
being let down by some very average 
ground detail. Weapons are also well 
simulated, and the mission planner is 
comprehensive and straightforward. 


With so many good features, it's 
a shame that Digital Integration 
didn't finish it properly 

Major Des McNicholas 




I 94 PCPP 








THANDOR 

The 3D RTS bandwagon trundles past once more... 



HIPPIES OUT 


Thandor features both resource types, 
country and western. Or to be more 
precise, Xenite and Tritium. Xenite 
deposits are gold in colour and provide 
the raw materials for building/unit 
construction and research, while Tritium 
is the fuel for your power plants - no 
hippy solar panels here by gum. This set 
up increases the difficulty of defending 
your holdings and adds an extra wrinkle 
to the strategy the player might use 
against their opponents. 


n a time yet to come, in a place not 
so far away, an Alien race known 
as the Galrath attempted to invade 
Earth's colonies, as well as those of other 
races, and were eventually defeated by 
an alliance of those same worlds. After a 
time the alliance became complacent, 
corrupt. Trains started derailing, buildings 
falling over and then came the Olympics. 

Thandor is a no nonsense 3D realtime 
strategy title. If you have played Eidos' 
Warzone 2100 you may get the impression 
that Thandor is its sequel as the two titles 
are very similar in appearance and design. In 
fact it wouldn't surprise me at all to learn 
that some of the same developers worked 
on both games. Warzone, however, was 
much more fun. 


Tim-berrr! 

The game utilises a true 3D engine, but one 
that maintains a thirdperson perspective, but 
the camera can be manoeuvred extensively. 
The terrain is moderately interactive and the 
player has to deal with events like meteorite 
showers every once in a while. You should 
also be wary of the trees, they'll just stand 
there doing nothing until you kill them - 
then they'll fall over. Crafty buggers. 

The 3D terrain allows Thandor to make 
use of line of sight and elevation rules, adding 
an extra tactical element to the game, and 
making control of certain areas on each game 
map an important aid to your cause. Research 
to find new weapons and buildings, and to 
improve the efficiency of your current ones, 
is done within most building types or in the 


dedicated research facilities. Unlike Warzone 
2100, unit types are automatically put together 
when new items become available and instantly 
come up on your construction menus. 

Unfortunately, Thandor is letdown by 
movement Al which makes your troops behave 
like an under 21's football team on the morning 
after a Grand Final victory. Even small groups 
of units become tangled up in themselves 
when you give them group movement 
orders and getting bigger vehicles through 
narrows has to be done one at a time. 

If it weren't for this one frustrating 
problem, Thandor would be quite good. 

Alas, it falls short of being a truly 
memorable title and only just manages to 
poke its head above the level of mediocrity. 

George Soropos 



DETAILS 


GENRE 

3D Realtime Strategy 

MULTIPLAYER 

Yes (1-5 via TCP/IP, 
LAN) 

DEVELOPER 

Planet 4 

PUBLISHER 

JoWood 

DISTRIBUTOR 

Infogrames 

AVAILABLE 

Now 

RATING 

TBC 

NEED 

PI 1-266, 32Mb RAM, 
4Mb 3D Videocard 

WANT 

PII-500, 64Mb RAM, 
16Mb 3D Videocard 


ONLINE 


www.thandor.com.de 

Download new units 
and maps - a la 
Total Annihilation - 
from JoWood's 
Thandor homepage 



£ .yr: H 

'■ r —l 



FOR 

■ Straightforward 
gameplay 

■ Nice gameworld 

■ Good for beginners 

AGAINST 

■ Clumsy pathfinding 

■ Generally poor Al 

OVERALL 

A neat effort only 
undermined by a 
few flaws 


69 , 


PCPP 95 









READER REVIEW 


EVERQUEST RUINS OF KUNARK 

Scott Lyons is an Evercrack addict 


DETAILS 


GENRE 

Massively Multiplayer 
Virtual Reality 

MULTIPLAYER 

Yes 

DEVELOPER 

Verant Interactive 

PUBLISHER 

Sony 

DISTRIBUTOR 

Sony 

AVAILABLE 

Now 

RATING 

M 

NEED 

P-200, 64Mb RAM, 
2xCD, 8MB 3D 
Videocard (D3D), 
28.8k Modem 

WANT 

PII-266, 128Mb RAM, 
4xCD 




HOW TO: 

Please send your 
review to 

reader_review@pcp 

owerplay.com.au 

REMEMBER: 

All of the reviews 
should be 500 
words in length and 
contain Details, 
Online and a Score 


98 , 



Our favourite Everquest screenshot. For obvious reasons 


Kneel, you insolent creature, and quit making wisecracks about my tight trousers 


o be able to quest for ever in an 
massive online multiplayer world - 
that's the goal of Everquest. Don't doubt 
there's a danger here, not in the game so 
much, as to everyday life, social interaction 
and work in general. The problem is that 
time passes so quickly when you're 
involved in another world. And this 
world is so beautiful, big and interactive. 

Party time 

I start off solo. Meet another fighter and team 
up my wizard with him for protection. We 
start to dominate the ores' camp and during 
the next hour or so of damage dealing and 
carnage we start to chat. The odd joke, a little 
information regarding a quest, compliments 
on the gear we are carrying or rescuing 
each other's bacon. Before you know it you 
have a camaraderie happening with 
someone who is likely on the other side of 
the world and who you really don't know 
from a bar of soap. You add them to your 
friends list. You'll see them around again. 
When you do you may team up with them 
or just compare notes on your respective 
progress. You may end up in a guild 
together battling other guilds or partying 
hard with other guild members in an inn. 

It's the multiplayer and grouping options 
that make Everquest really shine. Playing in a 
large party has never been so well reflected. 


Oh, it can be chaotic, but if everyone knows 
their roles and plays by the team plan it can 
be nothing short of exhilarating. Let the thief 
hide and sneak in from behind for the 
backstab. Realise that the warriors must 
protect the spell casters and form a protective 
barrier. Creatures will target the casters as 
they deal huge damage and yet are ninety 
pound weaklings! Clerics and enchanters 
become the hub of any group with their 
healing and buffing abilities. The leader is 
responsible for inviting new party members 
or divvying out the spoils of war. It's great fun. 

However, my wizard has had some run- 
ins with other characters. You quickly learn 
the etiquette of this game by making stupid 
mistakes. Don't, for example, run to another 
character for help with eight ores chasing 
you, baying for your blood - not without 
warning them anyway. Being responsible for 
the accidental death of someone else does 
not get a friendship off to a good start! Don't 
shout all the time as not everyone is 
interested in what you have to say. 

Power trip 

If you remember a few simple things then 
you start to notice something amazing 
happening. The characters in this world are 
almost universally "nice" to each other. They 
will help you out when you're in a bind, lend 
you money and food, rescue you from the 


jaws of that crocodile or shark, or happily 
show you around a new city introducing you 
to its denizens. 

This is all well and good, but what is so 
addictive with this game? Why is it 
nicknamed EverCrack and why am I a junkie? 
It's certainly not a perfect game, as quite a 
lot of what happens is unrealistic (ie. the 
zones in the game have edges where it is 
safe to sit and recuperate). 

But I think I know the answer. It's the 
quest for POWER. The sheer awe that is 
generated by a high level character and the 
power that exudes from them is enough to 
fill everyone who meets them with ENVY. 
You'll want this power and want it BAD. To be 
able to waltz in and, with a flick of the wrist, 
leave the battle field a smoking and charred 
ruin and a group of lower level characters 
grovelling in awe. With each additional level 
you gain you come closer to this goal and 
your skills become more rounded. 

Eventually you will be able to walk the 
earth secure knowing that you are the top 
of the food chain and that precious little 
can challenge you. And when you reach 
those lofty heights - and it will take a LONG 
time - what do you do? Well, start again of 
course, this time with a troll warrior. Such 
is the world of Everquest. It's waiting for 
you, so come and join us. 

Scott Lyons 



I 96 PCPP 










PC 

PLAYSTATION 2 


Australia, and much, much more 




AUSTRALIA’S NO.1 VIDEO GAMES MAG 






SCORE LIST 

The past year in gaming. This month: most memorable adventure games 


GAME NAME SCORE 8 ISSUE 



Deus Ex 


98 % in PCPP #51 


Drakan 


84 % in PCPP #43 


12 O'clock High 

68 

#46 

Abomination 

81 

#44 

Age of Empires 2 

94 

#42 

Age of Wonders 

84 

#46 

Airport Inc. 

42 

#48 

Akuma: Demonspawn 

50 

#47 

Alien Nations 

75 

#52 

Allegiance 

81 

#50 

Alpha Centauri: Alien X-fire 

83 

#45 

Amerzone 

68 

#42 

Army Men Air Tactics 

65 

#50 

Army Men In Space 

66 

#48 

Asheron's Call 

88 

#50 

Atlantis II 

78 

#50 

Baldur's Gate: Sword Coast 

76 

#41 

Baldur's Gate II 

93 

#53 

Battlecruiser 3000 

72 

#50 

Battlezone 2 

85 

#48 

Beetle Crazy Cup 

74 

#49 

Braveheart 

86 

#42 

C&C Tiberian Sun 

94 

#41 

Civ: Test of Time 

81 

#41 


DEVELOPER: Surreal 
PUBLISHER: Psygnosis 
DISTRIBUTOR: GT Interactive 

WHAT WE SAID THEN: 

"It's hardly surprising to discover that 
combat is decidedly cool. A devastating 
array of fighting moves are easily 
executed and there's a healthy range 
of weapons with which Rynn can arm 
herself. With the addition of Arokh, 
Drakan is blessed with a degree of 
variety that puts its more generic 
companions to shame." 


DEVELOPER: Ion Storm 
PUBLISHER: Eidos 
DISTRIBUTOR: Ozisoft 
WHAT WE SAID THEN: 

"From the interior of an enormous 747 
to the abandoned New York subway, 
the game's locations are realised in 
uniformly exceptional detail. 
Complementing this is the bewildering 
and diverse array of objects with which 
Denton can interact. This is a world just 
buzzing with things to touch and fiddle 
around with." 


Clans 48 #42 


Codename: Eagle 

64 

#46 

Cricket 2000 

70 

#51 

Croc 2 

78 

#48 

Crusaders of Might & Maqic 

75 

#50 

Cutthroats 

67 

#43 

Daikatana 

67 

#52 

Dark Reign 2 

89 

#51 

Darkstone 

68 

#42 

Delta Force 2 

78 

#46 

Descent 3: Mercenaries 

65 

#47 

Deus Ex 

98 

#51 

Diablo II 

89 

#53 

Dick Johnson V8 Challenge 

45 

#46 

Dino Crisis 

66 

#53 

Disciples 

81 

#43 

Dogs of War 

72 

#51 

Dracula 

58 

#47 

Drakan 

84 

#43 

Driver 

71 

#43 

Dungeon Keeper 2 

90 

#41 

Earth 2150 

91 

#53 

Enemy Engaged 

91 

#50 

Evolva 

71 

#50 

F/A 18 Hornet 

91 

#47 

FA Prem. League Stars 

71 

#42 

FIFA 2000 

88 

#45 

Fighting Steel 

80 

#41 

Final Fantasy VIII 

77 

#47 

Flight Unlimited III 

89 

#43 


Gabriel Knight III 


DEVELOPER: Sierra 
PUBLISHER: Sierra 
DISTRIBUTOR: Dataflow 
WHAT WE SAID THEN: 

"This is the stuff of Knights Templar, 
Cathars and the demon Asmodeus. It's 
complex, lurid with history and all 
steeped in rich accuracy. GK3 does not 
boost gaming into bold and strange 
new directions, but it provides a 
thought-provoking and memorable 
story that resonates long after you 
have witnessed the final scene." 


87 % in PCPP #44 

Fly! 

85 

#42 

Flying Heroes 

76 

#51 


90 

#42 

Force Commander 

58 

#49 

Fox Sports NBA 2000 

56 

#44 

Freespace 2 

95 

#44 

Gabriel Knight III 

87 

#44 

Gorky 17 

65 

#47 

Grand Prix World 

83 

#49 

Grand Prix 3 

88 

#53 

Grand Theft Auto 2 

84 

#44 

Ground Control 

90 

#52 


Guardians of Darkness 

30 

#41 

Gulf War: Desert Hammer 

55 

#45 

Gunship! 

89 

J50 

Half-Life: Opposing Force 

90 

#45 

H0MM III: Armageddon's Blade 

70 

#45 

Hidden and Dangerous 

88 

#41 

H & D: Fight for Freedom 

45 

#46 

Homeworld 

95 

#41 

Icewind Dale 

80 

#52 

1-War: Defiance 

72 

#44 

Imperium Galactica 2 

92 

#46 

Indiana Jones & Infernal Machine 

69 

#45 

Interstate '82 

60 

#47 

Invictus 

51 

#48 


Indiana & Infernal Machine 


DEVELOPER: Lucasarts 
PUBLISHER: Lucasarts 
DISTRIBUTOR: Metro 
WHAT WE SAID THEN: 

"Indy climbs and clambers and lashes 
the whip and falls and crawls in a very 
realistic motion. The game is far better 
in this area than the other adventure 
games of its sort. Unfortunately, while 
this game is surely pretty, it really just 
does not have the guts of a classic" 


69 % in PCPP #45 











Omikron: Nomad Soul 


93 % in PCPP #44 


Soul Reaver 


84 % in PCPP #43 


Jagged Alliance 2 

89 

#42 

Jane's USAF 

86 

#44 

KA-52 Alligator 

65 

#48 

King of Dragon Pass 

31 

#52 

Kingpin 

86 

#41 

Klingon Academy 

83 

#53 

Lemmings Revolution 

70 

#51 

Links 2000 

79 

#44 

M25 Racer 

25 

#45 

Madden NFL 2000 

84 

#44 

Majesty 

79 

#49 

Man of War II 

15 

#40 

Martian Gothic 

57 

#50 

Maximum Flight 

78 

#52 

MDK 2 

84 

#52 

Messiah 

89 

#48 

Metal Fatigue 

78 

#53 

Mig Alley 

92 

#42 

Might & Magic VIII 

55 

#49 

Millennium Racer 

70 

#50 

Motocross Madness 2 

85 

#51 

MS Flight Sim 2000 

84 

#44 


Nascar Revolution 

35 

#48 

Nascar Road Racing 

28 

#41 

Nations: Fighter Command 

82 

#44 

NBA Inside Drive 2000 

68 

#46 

NBA Live 2000 

90 

#45 

Need for Speed: High Stakes 

89 

#41 

Need For Speed: Porsche 2000 

75 

#52 

Nerf Arena 

70 

#46 

NHL Championship 2000 

78 

#46 

Nocturne 

79 

#46 

Nox 

83 

#48 

Omikron: Nomad Soul 

93 

#44 

Operation Art of War 2 

84 

#42 

Pandora’s Box 

68 

#47 

Panzer Elite 

85 

#46 

Planescape: Torment 

91 

#46 

Pharaoh 

88 

#45 

Phoenix 

64 

#46 

Prince of Persia 3D 

65 

#43 

Pro Pinball: Fantastic Journey 

88 

#47 

Puma Street Soccer 

75 

#46 


GOLD AWARD 

90-94 


PLATINUM AWARD 

95-100 


Tomb Raider 4 


DEVELOPER: Core Design 
PUBLISHER: Eidos 
DISTRIBUTOR: Ozisoft 
WHAT WE SAID THEN: 

"The game justly rewards players who 
take the time to devise alternate 
solutions to problems, instead of 
rushing into a situation with guns 
blazing. Puzzles, too, require a lot more 
thought to complete, making the game 
more challenging on the whole." 


89 % in PCPP #43 


Star Trek: Starfleet Command 87 #43 

SU-27 Flanker 2.0 83 #44 

Swat 3 90 #46 


Sydney 2000 
System Shock 2 
Theocracy 
The Wheel of Time 
Thief Gold 

Thief II: The Metal Age 
Theme Park World 
Tiger Woods 2000 
Tomb Raider: Last Revelation 
Traitor's Gate 
UEFA Manager 


95 #49 

80 #45 

84 #49 

89 #43 

78 #44 

79 #51 


Ultima IX: Ascension 70 #45 

Quake III: Arena 

93 

#45 

Unreal: Return to Na Pali 72 #41 

Rainbow Six: Rogue Spear 

92 

#44 

Unreal Tournament 94 #45 

Rally Championship 2000 

88 

#45 

Urban Chaos 85 #46 

Rayman 2 

89 

#45 

Vampire: The Masquerade 82 #52 

Re-Volt 

82 

#41 

Wartorn 78 #53 

Revenant 

82 

#45 

Wild Wild West 65 #51 

Rising Sun 

82 

#48 

World Manager 34 #48 

Rogue Spear 

92 

#44 


Rollcage II 

80 

#50 


R'coaster Tyc: Added Attractions 81 

#45 


Septerra Core 

84 

#47 


Seven Kingdoms 2 

86 

#44 

Ultima IV- Acrpn^inn 

Shadow Company 

74 

#44 

uiuma ia. njtciidiuii 


Shadow Watch 

65 

#49 

DEVELOPER: Origin 

Shadow Man 

61 

#41 

PUBLISHER: EA 

Shogun: Total War 

92 

#50 

DISTRIBUTOR: EA 

The Sims 

90 

#47 

WHAT WE SAID THEN: 

Skydive! 

12 

#42 

"There aren't enough adjectives in a 

Slave Zero 

55 

#47 

thesaurus to adequately describe the 

Sold.erof Fortune 

86 

#49 

immersive qualities and sumptuous 

Soul Reaver: Legacy Of Kain 

81 

#43 

details of Ascension's environments. 

Soulbringer 

80 

#51 

Sadly, the bugs that plague Ascension 

South Park Rally 

41 

#47 

from the outset, and the game's 

Spec Ops 2 

60 

#46 

appalling performance on even the 

Speed Demons 

55 

#47 

most powerful of PC's, makes it 

Starlancer 

93 

#49 

impossible to recommend." 

Star Trek: Armada 

56 

#49 

70 % in PCPP #45 

Star Trek: Hidden Evil 

69 

#46 


SCORE LIST QUIZ! 


WIN YOUR CHOICE OF THE BEST OF ADVENTURE GAMES! 

All you have to do is tell us which game this image 
comes from. (Clue: it's a small section of a screenshot 
published in PCPP.) Send to the usual competitions 
address, marking your envelope to "Best of Adventure", 
and writing your answer on the back. Don't forget to tell 
us which game of the eight featured on these pages you 
would like to win. Winners notified in PCPP#56. 


DEVELOPER: Crystal Dynamics 
PUBLISHER: Eidos 
DISTRIBUTOR: Ozisoft 
WHAT WE SAID THEN: 

"Raziel needs to feed on others in 
order to survive, even if it means 
taking the lives of innocent people. It's 
an unhappy means to a hopefully 
happy end, and Crystal Dynamics 
have done an admirable job of 
conveying and fleshing out this 
inherent moral dilemma." 


DEVELOPER: Quantic Dream 
PUBLISHER: Eidos 
DISTRIBUTOR: Ozisoft 
WHAT WE SAID THEN: 

"If Kay'l dies at any point, your soul will 
be transferred into the body of the first 
person who touches his corpse. Other 
titles have tried to meld together a 
diverse array of genres, but Quantic 
Dream has trumped everyone else with 
The Nomad Soul. " 





PCPP 99 1 










RETROVERSION 


IN HINDSIGHT... 



Dark Reign 2 


WE SPOKE TO PANDEMIC STUDIOS' GREG 
BORRUD AND ANDREW PAYNE ABOUT THEIR 
FINELY-HONED, EVER-CHANGING FUTURISTIC RTS 


andemic's main men were 
only too happy to apprise 
us of the trials and 
tribulations associated with 
developing a 3D strategy game. 
They also talked at length about their 
greatest achievements, and gave us 
an inside edge on the directions they 
plan to take in the near future. 


PCPP: How much did Dark Reign 
2 change during development? Or 
how close to its original design 
document did it remain? 

Greg Borrud: (laughs) I think we 
kept the names of a few units the 
same, but the original design 
document differed greatly from the 
finished product. We had to make 
several major decisions along the way 
to change fundamental design aspects 
in order to make Dark Reign 2 more 
accessible to RTS game players and 
remain within that core genre. 
Andrew Payne: Aside from the unit 
names, the only other aspect that 
remained true to the original concept 
was the graphics. There was an especially 
insightful phrase in the document that 
said, "The graphics will be really cool" 
(grins). In some ways the direction we 
took in creating DR2 was influenced by 
changes in technology. When we first 
started Dark Reign 2, we thought that 
we couldn't make a classic RTS game in 
full 3D, so we looked at making a more 
tactically-oriented game with an 
emphasis on only a few units. But that 
wasn't the kind of game we really 
wanted to make - we wanted to make 
Dark Reign 2. It took us quite a while to 
develop the technology that would 


GB: It took longer than we initially 
anticipated. It took about two-and-a- 
half years to develop the game, and 
generally went very smoothly. The 
transition from 2D to 3D definitely 
took a lot longer than we had 
predicted. Most of these 2D to 3D 
problems came from a design 
standpoint - how far do you take the 
concept, how much do you have to 
do to really take advantage of 3D, and 
at what point does your game stop 
being an RTS and become some other 
iteration? Having developed 
Battlezone and Battlezone 2, we also 
ran the risk of inadvertently making 


Dark Reign 2 more like those titles, 
and less like a sequel to the original 
Dark Reign. We tried several different 
things, and eventually nailed down 
exactly what we wanted to do with 
the game about a year ago. 

PCPP: In terms of plot and unit 
design, how much research was 
conducted during development of 
the game? 

GB: Our designers are all very well- 
read, so they spent a lot of time 
gleaning information from various 
sources. Much of the technology 
portrayed in Dark Reign 2 is a 


enable us to make a full 3D RTS game. 
Part of that came from Intel's Multi 
Resolution Mesh technology, which we 
worked with them to develop. The 
MRM technology does a huge amount 
for our game - without it we couldn't 
have anywhere near the level of detail 
that our units have. Being able to zoom 
right in and see individual fingers 
flexing on a unit wouldn't be possible 
without MRM. 


PCPP: Did Dark Reign 2's 
development schedule run more or 
less smoothly than you anticipated 
at the start of the project? 


100 PCPP 






combination of typical science fiction 
material, technology that's being 
researched by scientists and may 
some day become a reality, and some 
elements of pure fantasy. 

AP: But, no matter how implausible 
the technology seemed, our Lead 
Designer always had a detailed 
explanation for how it functioned! 



PCPP: Which aspects of the game 
are you most proud of? 

AP: I'm really proud of all of it! I'm 
especially proud of what the designers 
managed to achieve. 

GB: I'm so proud of Dark Reign 2's 
multiplayer setup. The way we have 
left it so open to modification is 
fantastic. But, by the same token, I 
am proud of the single player 
campaign. It's so immersive, and the 
balance between the two factions is 
almost flawless. 

AP: Personally, I love going online 
and taking on the fans. Having played 
the game for months on end, I thought 
I would be virtually unbeatable, but I 
was recently trounced by a player who 
used a strategy I had never even 
considered! There is a way to counter 
that strategy, so I will be able to deal 
with it if I come up against it again, but 
that incident really made me aware of 
the overwhelming number of 
strategies players can use to achieve 
their goals. That's something else I am 
extremely proud of. 

PCPP: What can we expect to see 
down the track in terms of patches, 
expansions or sequels? 

GB: Whether or not we create an 
expansion pack or a sequel is really up 
to Activision, but we do plan on 
providing a lot of after-market support. 
Supporting the Dark Reign 2 
community is a huge priority for us, 
and that's something we anticipate 
will extend the life of our game for 


months to come. So we're releasing 
new multiplayer maps on a weekly 
basis, and adding neat new features 
that grant the player increased control 
over the camera, and allow them to 
play mp3s from within the game. We'll 
also be creating an extensive series of 
mods that I'm sure our hardcore fans 
will appreciate. 

PCPP: What's next for Pandemic? 

GB: What we have here is a game that 
we're all really proud of. But, almost 
more importantly, we have a 
phenomenal RTS game engine that I 
would argue is the best one out there. 

It has been so efficiently engineered 
by Andrew and the other three 
programmers, that we can now create 
all different types of RTS games simply 
by altering certain components within 
the 3D environment. In this regard, 
creating the engine from scratch has 
paid dividends. Unfortunately we can't 
really discuss anything specific with 
regards to future projects, but we'll be 
moving into development of 
PlayStation2 and X-Box titles, and 
we're looking to open up a 
development studio in Brisbane. 

PCPP: Thanks very much for your 
time, guys. We're looking forward 
to Pandemic's next release and 
wish you the best of luck in setting 
up your Australian division. 

GB & AP: You're welcome, and 
thank you for your support. 


SECOND TAKE... 



Here is an excerpt from a conversation I had with my brother the day I 
brought home a copy of Dark Reign 2: 

ME: Look! Dark Reign 2! 

BROTHER: Uh-huh. What is it? 

ME: It's um... an RTS. But! Look! 3D! Ooohh! 

BROTHER: Another RTS? 

ME: But it looks so good! 

BROTHER: But it's still an RTS... (crestfallen silence) 

ME: I'm going to hit you with a pipe. 

Now, if you're like my brother, you're probably asking yourself: 

"Where did all the profanity go?" But, if you're a gamer with some DR2 
experience, you should be asking: "Does that potentially violent dialogue 
tell us something about Dark Reign 2? Something we perhaps missed?" 

Well, the answer to that question is YES. While bedazzled by the 
spectacular visuals in Pandemic's RTS, I - and many others - missed 
one simple fact: it's still an RTS. 

This, of course, isn't to say that DR2 is a bad game - it's a great 
game. But it isn't the revolutionary product that Activision and many 
of the gaming press have touted it to be. It is, however, an exceedingly 
good RTS with some great units and a good story. 

And boy, it sure looks purty. 

Daniel Staines 



PCPP 101 


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PCPP 103 










TECH 



THE SILICON STATE OF THE ART 



As any PC owner 
knows, a well-oiled 
speedy PC is 
imperative to enjoy 
the latest games. In 
light of this, we've 
done a major 
overhaul of the tech 
section - starting this 
month, we've 
increased it's size and 
done a much-needed 
design overhaul. Tech 
has been in a state of 
flux over the past few 
months, and finally 
we've arrived at a 
design we're rather 
happy with. Cheers, 
Shon and Ashley. 

Onto the obligatory 
manifesto. Each 
month we'll serve up 
an expanded 
assortment of PC 
news, hardware 
reviews and tech 
features, while 
remembering what 
it's all about: playing 
games at ludicrously 
high framerates. 

We're confident that 
the experienced crew 
here - Seb is a 
systems analyst, ninja 
hacker and computer 
science honours 
student - can provide 
you with all the info 
you need to have a 
truly wicked PC 
experience without 
all the boring stuff. 
Anyway, less talk, 
more content...! 
hughns@next.com.au 


Intel Pentium 4 Previewed 

THE FOURTH GENERATION PENTIUM PROCESSOR MAKES AN APPEARANCE 



At the IDF Show last month, 

Intel finally unveiled the much 
anticipated Pentium 4 processor. The 
Pentium 4 will be fully compatible with 
existing 32-bit applications and operating 
systems, and Intel release chips later this 
year with initial speeds in the 1.4GHz range. 

In the past year, AMD has been 
gaining increasing market share. One of 
the principle reasons for such success 
has been the radical design of the Athlon 
processor: unlike the competition, the 
latest AMD K7-based processors use a 
relatively new design. On the other hand, 
Intel’s flagship model, the Pentium III, 
remains limited by the 5-year old 
architecture. Even with the Coppermine’s 
new 0.18 micron manufacturing process, 
Intel is having a hard time pushing out a 
sufficient supply of lGHz+ chips. Unlike 
the Athlon, the P6 architecture can’t scale 
to higher speeds with ease. The Pentium 
III is expected to reach a maximum of 1.2- 
1.3 GHz, but that isn’t expected until 
Intel moves to a 0.13 micron fabrication 
line. With the P6 architecture entering 
its twilight years, it’s about time that a 
new core was released. 

Design Improvements 
Unsurprisingly, Intel has named its latest 
desktop CPU the Pentium 4. Originally 
known as Willamette, the processor 
features an awesomely complex design. 
The Pentium 4 squeezes 42 million 
transistors onto 1 chip, up from 28 million 


on the Pentium III. With cavalier disregard 
for cliche, Intel has dubbed this new 
internal design the NetBurst Architecture 
(Don’t you just love marketing?). With 
new performance enhancing features, 
the Intel ‘NetBurst’ micro-architecture 
will form the foundation for the next 
several years of x86 processors. 

The most important feature of the 
NetBurst micro-architecture is Hyper 
Pipelined Technology. Essentially, this 
refers to a 20-stage pipeline that the 
Pentium 4 will use. In comparison, this 
is twice as deep as the 10 stage 
pipelining used in the P6 core. A longer 
pipeline has many advantages. 
Primarily, the 20-stage pipeline will 
allow the Pentium 4 to hit higher 
clockspeeds without a core shrink - the 
first batch of Pentium 4 processors will 
use a 0.18 micron process, but the line is 


expected to move to 0.13 at the beginning 
of next year. Intel’s new chip will initially 
run at 1.4GHz, or 1.4billion 
cycles per second. With the 
0.13 micron die shrink, the 
Pentium 4 should move well 
beyond the 2GHz mark. For 
both Intel and AMD, raw 
clock speed is very important - ignoring 
more important factors, much of the 
ignorant public base computer purchasing 
decisions purely upon the MHz rating. 

The Pentium 4 adds SSE2 
(Streaming SIMD Extensions 2) to the 
core, consisting of seventy-six new 
SIMD instructions and enhancements to 
sixty-eight integer SIMD instructions. 
SSE2 extends MMX and SSE technology, 
and is extremely useful for Multimedia 
and AI intensive operations. Games and 
voice recognition will thrive under SSE2. 
We can’t wait to see SSE2 supported 
under the new Nvidia drivers... 

1850 Chipset 

Of note, the Pentium 4 is not backwards 
compatible with the BX, 820e or 815e 
chipsets. This means that upgraders will 
need to fork out for a new motherboard. 
For the moment, the Intel i850 
(Tehama) chipset is the only solution for 
Pentium IV owners. Using a new PGA 
Socket W with 423 pins, the i850 
includes some nifty new features: the 
system bus operates at a staggering 
400MHz, (quad-pumped 100MHz), 



104 PCPP 




Chip Recall 

INTEL BACKTRACKS ON FASTEST Pill 


issues - it has now recalled the 
part, which won’t be re- 
released for some time. 

George Alfs, a PR 
representative at Intel 
has confirmed that they 
have ‘found 
marginalises’ in the 
processor. This is a 
significant blow to Intel’s 
floundering credibility - for the 

time being, the AMD 1.1 GHz (available in quantity) will 
remain the fastest x8 6 processor available. It also 
highlights a more serious issue, with critics concerned 
that the chip maker is sacrificing quality in order to rush 
processors to market. 



So Sue Me 

AND IN THE BLUE CORNER... 


The past month has witnessed a slew of lawsuits within the ultra- 

competitive computer industry. On the 28th of August, Nvidia 
commenced legal action against 3dfx, claiming its competitor has infringed 
upon many of its patents. The suit claims that 3dfx products (ever since the 
Voodoo3) violate five patents, all of which involve the I/O subsystem. 

In similar news, Intel has slapped a patent infringement suit on rival chipset 
specialist VIA. The suit alleges that VIA has incorporated patented Intel 
technology into the original KX133 Athlon chipset. 

Micron, a large Taiwanese memory manufacturer is suing RAMBUS Inc 
for alleged antitrust violations and bogus patent claims. In addition, Micron’s 
move has emboldened Hyundai, another DRAM manufacturer, to sue 
RAMBUS. Both companies 
consider this a pre-emptive 
legal strike against 
RAMBUS Inc, who are 
expected to file patent 
infringement claims against 
both companies. 




allowing data transfer at speeds of up to 
3.2 Gb per second. In comparison, 
current Pentium III systems use a 
133MHz system bus. 

Sadly, a Front Side Bus of 400MHz 
forces the i850 to utilise RAMBUS PC800 
memory. Although extremely expensive, 
RAMBUS in a dual-channel configuration 
(like the i840) can be very speedy. The 
increased bandwidth of RAMBUS will 
be a better solution for the Pentium 4 
than it ever was for the Pentium III 1820 
combo - not only is the Pentium 4 bus in 
synch with the RAMBUS channel, but a 
dual-channel interface will significantly 
increase available bandwidth. The 1850 
also includes an integrated ATA/100 
controller for high speed had drive. 
Interestingly enough, the i850 is the 
first motherboard chipset we’ve seen 
that requires a large heatsink to operate. 


Potential Performance 
Although we’re yet to benchtest the 
Pentium 4, it has impressive ‘on-paper’ 
specifications. The decision to use 
RAMBUS memory exclusively instead 
of cheaper DDR-SDRAM is distressing - 
as it stands, the Pentium 4 will only be 
a viable solution for the very wealthy 
and those demanding workstation level 
performance. We hope that Intel or VIA 
will release a consumer level chipset 
(Brookdale, anyone?) in the not so 
distant future. In any case, we don’t 
really see the Pentium 4 taking over the 
mainstream from the Pentium III until 
the release of the 0.13 Northwood core 
and a reduction in the cost of RDRAM. 
AMD’s new Mustang core at 1.5GHz 
with DDR SDRAM should compete very 
well clock for clock with the P4, and at 
a significantly lower price. 



THE FAMILY TREE 


The P4 chip is so 
secret, only this 
logo is available 


PCPP 105 I 







TECH 


Duron vs. Celeron: CPU Deathmatch 


ENTRY LEVEL CPUS 

COMPARED 




With the release of the Duron, 
AMD has issued a stern 
challenge to Intel and its 
Celeron lineup. But which is 
the best chip for gamers? 
Read on... 








PCPP 107 


between your processor and your main 
memory subsystem. Instead of wasting time 
going directly to the memory for a data request, 
your CPU can request data directly from either 
the Level 1 or Level 2 cache. By keeping the 
comparatively tardy system memory out of the 
equation, many frequently repeated tasks 
(many of which are found in business 
applications, such as Office applications, and 
even your OS alone) are sped up considerably. 


The AMD headquarters - 
a marvel of modern 
landscaping techniques 


When Intel released the Celeron line 
of low-cost CPUs in 1998, the market 
sector literally exploded as consumers 
flocked to the cheaper, yet slightly less 
powerful chips. In fact, it was the 
introduction of the Celeron which prompted 
many PC manufacturers to release sub- 
US$1,000 PCs. While the slim profit margin 
from value processors can’t match the 
plump profits that high-end CPUs rack up 
for manufacturers, they make up for this 
discrepancy through the sheer weight of 
sales. Even AMD, who has aimed the mega- 
successful Athlon at the high-end 
workstation and performance market, has 
now released a low-end value oriented 
processor line to compete with the Celeron. 

The present finds us with two low price 
CPUs at nearly identical price points and 
core MHz speeds, battling it out for the 
same key market space. What, then, is 
our official recommendation for 
budget PC builders? 

Celeron Introduced 

Using the updated 
Coppermine 128 core, the new 
Celeron offers an identical internal 
architecture to the Pentium III, 
including the adoption of the 


Pill’s SSE SIMD instructions and a 256-bit 
Advanced Transfer Cache. However, there are 
two important differences between the two 
processors: the Celeron is crippled by a lower 
front side bus (FSB) speed, and a smaller 
internal L2 cache. 

Instead of the 133MHz system bus speeds 
that the Pentium III uses, Celeron CPUs are 
limited to the restrictive 66MHz bus speed. It’s 
worth noting that the Celeron lineup has been 
using the 66MHz bus speed since its inception 
in 1998 - while a 66MHz FSB may have been 
sufficient when used in conjunction with an 
ancient 266MHz processor, it does a disservice 
to a modern 700+MHz CPU. Certainly, 
with modern games and 
applications placing 

increasing strains on 
system 
bandwidth, a 
66MHz-bus speed 
just doesn’t do the 
job anymore. 

Also, the Celeron 
only features half the 
L2 cache amount (128KB) 
that the Pentium III uses. L2 
cache is an important part of chip 
design - cache acts as a 
middle man 



TECH 




After taking both price 
and performance into 
consideration, AMD's 
Duron is a winner 


In a bid to reduce costs, the Celeron is now 
sold exclusively in a socketed form factor. As 
L2 cache has been included on die, there is no 
reason for a costly and bulky cartridge. Both 
the Celeron and Pentium III line-up should be 
used with Socket 370 boards. 

The new Celeron will appeal to users of old 
Pentium II systems looking for an easy upgrade; 
if you’re using a Slot 1 Pentium II 233 - 450, the 
Celeron at 700MHz makes a worthwhile upgrade 
for a minimal cost. You will also need to 
purchase an FC-PGA Slotket adaptor (about 
$25) in order to run a socketed processor in a 
Slot-1 board. Also, make sure you download the 
latest BIOS for your motherboard prior to 
installing a new CPU. If you can determine the 
make of your motherboard, the BIOS can be 
found at the manufacturer’s web site. 


Duron Introduced 
The AMD Duron is to the Athlon what the 
Celeron is to the Pentium III. As with Intel, 
AMD is returning to a socket-based processor, 
Socket A aka Socket 462. Sadly this signals the 
demise of Socket 7 boards. Even 
Cyrix/Via are now using 
Socket-370 solutions. 

Architecturally, the 
Duron is very reminiscent 
of the Athlon. With the 
200MHz EV6 bus and the 
Einstein-level floating point 
unit used in the Athlon, the 
Duron is perfect for 
demanding 3D applications. The Duron also 
uses the same core as the Athlon, but in place 
of 256K of full-speed on-die L2 cache, there is 
only 64K L2 cache. However, like the Athlon, 
the Duron features a sizeable 128K LI cache, 
which makes the total L1/L2 cache available to 
the Duron 192K. This is significantly more than 
the Celeron’s 128K (the Celeron has to 
duplicate its 32K LI cache in L2), and thus not 
the handicap that it may initially seem. 

The 200MHz DDR (100MHz Double 
Pumped) EV6 FSB speed of the Duron is 
particularly impressive when compared to the 
paltry 66MHz system bus used by the Celeron. 
Nonetheless, until a 200MHz DDRAM chipset 
is available for AMD processors, we won’t see 
the true benefits of the EV6 DDR bus in either 
the Athlon or the Duron. 


For us, the principal problem with the 
Duron is motherboard availability and stability 
- whilst the Via KT133 boards have some 
impressive specs, they are constrained by bad 
drivers (particularly AGP) and nagging 
incompatibilities when used in 
conjunction with some 
hardware. Boards by Asus 
(A7V), MSI (K7T) and Aopen 
(AK33) are highly recommended. 

The Conclusion 

Based on the default bus speeds, 
the Duron offers a clear advantage 
in performance over the 66MHz Celeron II. 
Even though overclocking the Celeron to 
100MHz FSB produces a large performance 
reward, the Duron still crushes the Celeron 
setup. The conclusion is quite clear - right now 
the Duron is the price/performance winner by 
a significant margin. Until Intel revises the 
ailing Celeron lineup, AMD is going to 
continue to make inroads into the low-end 
market. Benefiting from superior bus speed, 
greater usable cache size, and a far more 
advanced architecture, the Duron wipes the 
floor with the Celeron. The Duron excels in 
any application that’s thrown at it, being 
equally adept at playing games or rendering a 
CAD scene. There is no question: unless you’re 
upgrading from an old Pentium II system, the 
AMD Duron is the best low-end solution for 
the discerning buyer. 


I 108 PCPP 




Digital 'Audio - “ -A 

/* Format , Anywhere 


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portable, you can take it anywhere! What’s more, the versatile NOMAD II plays not only your favorite 
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Set yourself ready for the revolutionary music of the future - with Creative NOMAD II! 


MP3 + Other Formats Wired Remote Control Stereo Backphone Voice recording capability 
FM Tuner 


CREATIVE 

CREATIVE LABS PTY LTD 


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Starts Here. 


If you are a current customer or Creative product owner, please note our NEW technical support number : (02) 9666 6500 
and our NEW main office number : (02) 9666 6100. 


For the latest updates on NOMAD products, check out www.nomadworld.com! 
Visit your nearest retailer for the latest NOMAD II product range! 


Creative Labs Pty Ltd. Unit 10/1801 Botany Rd Banksmeadow, NSW 2019 
Tel: (02) 9666 6100 Fax: (02) 9666 6900 Website: www.australia.creative.com 


©2000 Creative Technology Ltd. All rights reserved. All other brand and product names listed 
are trademarks or registered trademarks of their respective holders. 



TECH 


Hotware Reviews 


CREATIVE 

3D BLASTER 2 ULTRA 64MB 


Distributor Creative 


Aimed at the most technologically 
demanding gameplayer, the Annihilator 
2 Ultra is based around the Nvidia GeForce 2 
GTS Ultra chipset, the world’s fastest Graphics 
Processing Unit (GPU). Architecturally, the 
GeForce 2 GTS Ultra is identical to that of the 
GeForce 2 GTS. It features the same T&L 
engine, four rendering pipelines and the 
ability to process two textures per pipeline per 
clock. The only difference that exists is that 
the Ultra variant uses a 0.18 micron process, 
allowing it to ramp up to a higher speed. 
Whereas the standard GTS runs at a default 
core speed of 200MHz, the Ultra ships at 250 
MHz. This offers a peak fillrate of over a 
gigapixel (or two gigatexels), an improvement 
of 25% over its predecessor. 

More importantly, however, the Ultra also 
comes with high-speed memory. One of the 
largest bottlenecks in 3D card design is the 
memory subsystem - Nvidia has tried to 
alleviate this bandwidth bottleneck by using 
faster memory and cranking the memory clock 
from 333MHz DDR to 460MHz DDR. This is a 
sizeable increase (around 39%), yielding an 




impressive 7.36Gb/s of peak 
memory 
bandwidth. 

Memory 
bandwidth is 
particularly 
relevant at higher 
resolutions, 
especially when using 
32-bit textures. 

Not surprisingly, the 
Creative 3D Blaster 2 
Ultra is staggeringly fast. 

In fact, it is the first card 
we’ve used to provide a 
consistent 60 frames a 
second in Quake 3 at 
1600x1200 with all the 
graphical frippery turned on. 

However, while the Creative 
board is certainly the fastest 
thing available, only the most 
hardcore will be able to justify the high 
expense. Those framerates will certainly be 
worth it, though. 


Can you spot the difference 
between the Ultra and the 
regular model? 


ASUS 

V7100 GEFORCE 2 MX 


Price $349 



With the GeForce 2 GTS and the Quadro 
dominating the high-end enthusiast 
market, it wasn’t surprising to see Nvidia make 
a play for the low-end market. The Asus V7100 
is aimed at the sensible majority of the market, 
who cannot justify spending $600 on a 
biannual videocard upgrade. 

As the name implies, the 
GeForce 2 MX is based upon a 
modified version of the GeForce 
2 GTS core. The main 
difference is that the MX 
features two rendering 
pipelines, whereas the GTS 
features a total of four. The MX, 
however, is positioned at the 
cost-conscious market, so 
instead of selling the chip at 
200MHz like the GTS, Nvidia 
chose to clock the GeForce2 MX 
at a peppy 175MHz. At this 
lowered speed, with only two 
rendering pipelines, the MX 
has a fill-rate comparable to the 
original GeForce 256 SDR. 


As a stock standard card, the GeForce 2 MX 
performs roughly on par with a standard 
GeForce256 SDR. However, by overclocking the 
memory clock with Entech’s Powerstrip, the MX 
can reach speeds equivalent to the GeForce DDR. 


Remember that the MX chipset is mainly 
constrained by memory speeds - small 
adjustments to the memory speeds can yield 
significant performance rewards. If you plan to 
overclock the MX to a large extent, it would be 
prudent to add a small heatsink and fan 
above the core chipset. 

Also like the GTS, the MX is 
based around a .18 micron fabrication 
process. Thus, it should be able to 
hit a virtually identical clock speed 
with the same amount of cooling. 

Hardware enthusiasts have 
always associated the words Tow 
cost’ with another word - ‘crap’. 

Like the AMD Duron, the GeForce 2 
MX puts an end to this 

rubbish. If you want a 
card that kicks 
like a mule, but 
don’t really plan 
on pawning off 
your kidneys/ 
grandmother/soul, the 
V7100 is the goods. 


110 PCPP 








Hotware Reviews 


SEAGATE 

CHEETAH X15 


Price $1295 



Price $339 


With a name inherited from the world’s 
fastest aeroplane, you know that the X 15 
is going to be fast. 

Up until now, hard disks have been 
available at three spindle speeds: 5,400, 7,200 
and 1000RPM. Most consumer drives are sold 
at 7,200 RPM, while 10,000 RPM continues to 
dominate the high-end SCSI160 
server/workstation market. Seagate, whose 
range of Cheetah drives work as the backbone 
of most e-commerce sites, have upped the bar 
once again with the release of the 15,000 RPM 
Cheetah X15. With a seek time of less than 
3.9Ms, and operating at such high spindle 
speeds, the X15 is the fastest commercial drive 
available. At this speed, the X15 thrashes all 
10,000RPM SCSI units, including the Atlas 10k, 
by a sizeable margin. The drive is also 
equipped with 4Mb of Buffer memory, rather 
than the meagre 2Mb featured on most high- 
end drives. A 16Mb variant is available for 
those doing a lot of video editing, database 
operations or something similarly memory 
intensive. Expect the 16Mb version to have a 
large price premium. 


Designed principally for demanding server 
applications, the X15 is equally capable in 
games and general Windows usage. Users can 
now load up Quake 3 levels in mere seconds, 
and start Windows up in record time. If you use 
your computer for other 
things than games 
(heaven forbid!), the 
X15 is perfect for A/V 
editing, 
manipulating 
huge 

Photoshop 
images or 
large- 


scale e-commerce applications. 18Gb of room 
isn’t too giant, but should satisfy most users. 
Besides, most power users will want to place 
their OS, applications and swap files on 
separate drives for optimal performance. In 
sum, the X15 is insanely fast (especially when 
configured as a RAID device), but the price 
limits this drive to the extremely wealthy and 
demanding professionals. 


CREATIVE 

WEBCAM GO! PLUS 



Cam, 
has full 
Windows 2000 
support. Creative 
has included its own 
photo management software, 
as well as Arcsoft’s Polaroid 
Photomax, a fairly 
stripped down 
suite of image 
manipulation 
tools. Like the 
original WebCam 
, the Web Cam Go 
lens that tilts back 


The Creative WebCam Go! Plus is the 
first portable WebCam. On one hand, it’s 
perfect for standard Web Cam applications such 
as simple videoconferencing over NetMeeting, 
video email and creating effective websites. But 
the WebCam Go can also be taken on the road, 
and used as a battery operated digital camera 
with included voice annotation recorder. 


The WebCam Go comes bundled with a six- 
foot long USB cable, two AAA batteries and a 
soft carry case. The camera works under 
Windows ME and, unlike the Logitech Quick 


from the main casing. This makes it easy to 
mount onto the top of a monitor. You can snap 
the lens back in place to reconfigure the Web 
Cam Go as a shirt-pocket sized portable camera. 

As we’ve come to expect from multi-purpose 
devices (my all-in-one phone/fax/copier is a 
classic example), you often sacrifice quality in 
the bid to integrate different functions into one 
product. In tests, the Web Cam Go offered 
admirable image quality, certainly on par with 
most other cheap Web Cams. However, as a 
digital camera, the WebCam Go is seriously 
lacking. Sadly, the still images lack the 
vibrancy, sharpness and colour range of a 
dedicated device. Additionally, the camera 
lacks a flash, and isn’t suitable for low-light 
conditions. 8Mb of non-upgradeable memory is 
included, allowing you to store up to 200 
images at 640x480 resolution, and more than 
400 images at 320x240 resolution. 

The Web Cam Go! Plus is a rudimentary 
solution, best suited to the novice user. But, if 
you’re on a limited budget, and can’t decide 
between a dedicated web cam or digital camera, 
the WebCam Go may be worth considering. 


PCPP 111 






TECH 


Hot ware Reviews 


MICROSOFT 

SIDEWINDER PRECISION 2 JOYSTICK 



Price $89 


Distributor Microsoft 


Distributor Acco 


■HHI 


After a less than impressive start, 
Microsoft has finally secured itself a 
position as one of the world’s premier 
peripheral manufacturers. 

Without the usual fanfare associated with a 
Microsoft product launch, the engineers at the 
Big-M have grabbed their drafting boards and 
screwdrivers, and performed a complete 
overhaul of the already impressive Sidewinder 
Precision 2 joystick with USB interface. The 
new design has a polished, professional feel - 
the stick is ergonomically designed, and 
features just the right amount of resistance to 
movement. All the button presses and switches 
feel solid and give good tactile feedback. 

One of the most important additions was the 
analogue throttle stick. In a flight sim, this can 
be used to incrementally modify the thrust, 
throttle or altitude. The rudder control is 
another boon for flight simmers. By twisting 
the joystick in lateral movements, you can 
control the rudder of a plane or boat. The whole 
rig sits on a hefty, metal base with a compact 
footprint. The 3-year Microsoft warranty 
ensures its durability. 


Installing the Precision 2 into the USB port 
is a snap. There’s no game port support, so you 
will need use Windows 95 OSR2 or later to use 
this controller. DOS games may work if run via 
the Windows command prompt. 

The Precision 2 is a fantastic update of a 
nearly flawless product. If you’re looking for 
a solid, reliable, no-frills stick, you can’t do 
better than the Precision 2. And if you’re just 
dipping your toe into the realm of serious 
flight sims, the Precision 2 is a good place to 
start. However, if you’re a seasoned Falcon 
4.0 or EF2000 fanatic, you’d be better off with 
something more upscale, like the CH 
Products F-16 USB. 


GRAVIS 

DESTROYER TILT GAMEPAD 



No prizes for guessing 
whose svelte digits were 
called upon to model for 
the photo shoot 




In, 


Like the Sidewinder Freestyle 
Pro from Microsoft, the 
Destroyer Tilt can be set to respond to 
your body movements: by tilting the 
controller in any direction, your in-game 
persona will react in kind. This function is 
particularly useful when playing games such as 
Motocross Madness 2 and most platform 
games. On the other hand, by turning the ‘G- 
Force Tilt’ technology off, the controller can be 
used as a standard digital controller. As a 
standard control pad for games like Rugby 


2001, the buttons and D-Pad felt tight, 
responsive and precise. 

Using a USB interface, the Destroyer is a 
breeze to setup. Simply plug-in, and your OS 
will recognise the new controller immediately - 


you’re ready to get fragging right out of the 
box. In spite of the odd styling and offensively 
coloured buttons, the Gravis Tilt is a 
surprisingly robust, functional and low-cost 
peripheral. Highly recommended. 


112 PCPP 











Hot ware Reviews 




Distributor Microsoft 


MICROSOFT 

SIDEWINDER GAMEVOICE 


Some of you may be familiar with 
Roger Wilco and Battlefield 
Communicator. These realtime voice chat 
programs allow people to converse while 
playing internet or LAN games. While popular 
for clans or teams that play together regularly, 
they haven’t been adopted by the mainstream 
gamer - these early attempts require that both 
players have the software installed to operate. 
Also, both programs have rather serious 
bandwidth overheads. Realising the nascent 
promise of these programs, Microsoft has 
entered the potentially lucrative V.I.P (Voice 
over IP) market. 

Over a year ago, Microsoft (in typical 
fashion) acquired BattleCom, the small start- 
up responsible for Battlefield Communicator. 
The result of this merger is the Microsoft 
Sidewinder GameVoice, a complete solution 
which offers a headset microphone, an 
innovative ‘base-station’ and powerful 
management software. By combining the 
experience of BattleCom with the 
financial resources and 
marketing savvy of 
Microsoft, we have a real 
contender. With 
Microsoft’s backing, 
you can be assured 
that V.I.P will finally 
take off. 

Unlike most 
packages of this type, 
the GameVoice comes 
with more than just a 
rudimentary 
headset/software combo. 

What makes this so special 
is the included ‘base station 
which resides on your desk. 

This circular device 
plugs into a spare 


USB port, and gives 
you fingertip access 
for many of the 
GameVoice’s 
features. 

Thanks to 
the large, 
intuitively 
placed buttons, 
gamers can 
easily select 
which 
individuals 
they want to 
hear, and to 
whom they wish 
to speak. The 
buttons labelled 1 
through 4 can be used 
to communicate with any 
combination of individuals. For example, 
button 1 could be used for sending orders 
to player T33t’ and ‘DeathKilla’, 
button 2 could be used for 
communicating with ‘DeathKilla’ 
alone, button 3 to ‘OMegaHaXOR’ 
and button 4 to ‘NarcissA’ etc. The 
‘All’ button communicates with 
everyone in the game, while the 
‘Team’ button broadcasts 
exclusively to your teammates. 
The ‘All’ button is great for 
end-of-game bragging and 
taunting your enemies, while 
the ‘Team’ function is useful 
when attempting to rally your 
forces, or organise an effective 
attack upon an enemy 
base. And, much to the 
delight of Sebastian, 
who uses an overclocked 
300 baud modem, the GameVoice sounds 


robust 
and clear 
over narrowband 
connections! On the 
other hand, Cable/DSL users 
will be able to use the extra 
bandwidth for better sound and smoother play. 

Without question, the most impressive 
feature of the Microsoft GameVoice is the 
included voice recognition software. This offers 
a revolutionary method of in-game control. If 
you’ve ever forgotten the key for a critical game 
command, this can prove invaluable. In Unreal 
Tournament, for instance, by pressing the 
command key on the control pad and saying 
‘Sniper Rifle’, your character will automatically 
shift weapons. Or, in Falcon 4, by saying ‘Flaps 
Down’, you can have the computer lower your 
flaps without even touching the keyboard. 

Much to our collective surprise, the GameVoice 
even recognises Brett’s soprano dulcets. 

Short of making a conference call to your 
other teammates, the Sidewinder GameVoice is 
the best option for those interested in team- 
based games. With the advent of broadband 
internet, the Game Voice looks set to become 
an essential peripheral. We can’t wait to try it 
with Team Fortress 2. 


MsS9PC9(!s 

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TECH 


Hotware Roundup 


PORTABLE 

MP3 PLAYERS 


Since the first devices became 
available just over a year ago, 
Portable MP3 players have come a long 
way. Early adopters of the new technology 
such as Creative and Diamond/S3 are now 
producing their second generation of 
players. Functionality has increased greatly 
as well as sound quality. Unfortunately, 
sound quality is still not a given - particular 
care must be taken when choosing a 
product and trying a number of players 
before you buy will allow you to hear the 
difference. After all beyond all the 
convenience and flashy features you're 
really buying a portable music player. 

In the realm of portable music, MP3 players 
seem to have more many more differentiating 
features than portable cassette, CD or MiniDisc 
players. On face value this is true as the use of 
solid-state memory allows incredible scope for 
different sizes and shapes of devices. When it 
comes to the crunch, however, there are a 
number of crucial areas that must be 
considered. Beyond these areas, the choice 
becomes about the look and feel of the player, 
gimmicky (and perhaps useful) additional 
features and whether or not you can fit the 
device in the coin pocket of your jeans. 


the box there. The FM tuner and voice 
recording capabilities round off the player 
nicely. One downside is that there is no built in 
memory so the storage of the Nomad II is 
limited to the size of the installed flashcard. 

Creative Nomad II MG 


SIZE 58 x 90 x 18 mm 

BuimN memory BfiBBBI 

MEMORY UPGRADES 32/MMb 
PC CONNECTION 

OTHER FEATURES Recordable FM timer, Voice record. Plays WMA 


The Nomad II MG is essentially the same 
device as the Nomad II but with a slicker 
magnesium casing, minimalist display and 
extra memory and features. The MG addresses 
the shortcoming of its sibling by including 
64Mb of built-in memory. The minimalist 
design makes for a slight downgrade in the 
ease of use stakes but the stylish user interface 
is almost as intuitive. The ability to record FM 
broadcasts and play recordings at variable 
speeds are not significant additions but the 
Nomad II is an excellent device and the MG 
model only builds on this. 

Creative Nomad lukebox 




BUILT IN MEMORY N/A 
MEMORY UPGRADES 32/64Mb 
PC CONNECTION USB 


SIZE 65 x 93 x 21 mm 


OTHER FEATURES FM tuner. Voice record. Plays WMA 


Creative Nomad II 


Using a built-in hard drive 
rather than flash memory 
allows the Nomad 
Jukebox its enormous 
capacity. The player 
looks more like a 
Discman than standard 
players and is 
significantly larger 
than the rest of the 
pack. But the fact 
that the player 
could house a 


The Nomad II has excellent 
playback quality and is encased 
in a stylish housing. The large 
backlit LCD provides great 
visibility for the Nomad II's user 
interface. This interface was very 
intuitive and the semi-graphical 
nature of it made the player a joy to 
use. USB connectivity is a necessity in 
preventing frustratingly slow music 
transfer and the player gets a tick in 


114 PCPP 


SIZE 125 x 125 x 38 mm 

BUILT IN MEMORY 6Gb 
MEMORY UPGRADES 
PC CONNECTION USB 

OTHER FEATURES Voice recording. Plays WMA, 5 min shock i»i>u;<:i 



complete MP3 collection comfortably more 
than makes up for its size. Because the Jukebox 
has moving parts (the hard drive) it can skip; 
Creative have anticipated this and included a 
huge 8Mb buffer that provides for 5 minutes of 
shock protection (compare this to a maximum 
of 30 seconds in portable CD players). The user 
interface is very similar that of the Nomad II, 
which can only be a good thing, and it shares 
the exact same crisp backlit LCD. More 
cumbersome than the smaller players but do 
you care? Not with 6Gb. 


MP3 Market 

The portable MP3 player market is 
maturing but there are still some poor 
quality systems out there. Don't sacrifice 
sound quality and go for the most memory 
you can afford. Systems with a maximum of 
32MB should be left out of contention. 

A player from Creative or S3 is your best 
option at the moment but competition will 
stiffen when other manufacturers debut 
their latest and greatest. In the arena of 
standard players the Rio 600 wins by a 
nose, ahead of the Nomad II MG. For an 
incredible player with incredible capacity at 
the cost of a small increase in size the 
Nomad Jukebox is the key. 













SIZE 65 x 87 x 17.2 mm 

BUILT IN MEMORY 

MEMORY UPGRADES 32/64/340M1) 

PC CONNECTIO N MBmHB 
OTHER FEATURES Plays WMA, Snap-on faceplates 


What to Look For 


The following are the most important features to look for. Firstly, expandability through an expansion slot - no matter how much RAM is built into 
a player, you want to be able to pick up a piece of SmartMedia or CompactFlash RAM in order to boost your storage capacity quickly and easily. 
Most new models on the market have one or more card slots, allowing you to upgrade RAM or switch between different flash memory cards. 
However, some players only have built-in RAM with no possibility for expansion and, as such, are way too limiting. 

An effective interface is very important. Don't be fooled by too many fancy buttons. Players need to have a simple and intuitive interface - why fight the 
player for domination when you just want some tunes on the go? Some players have strange, convoluted interface features that do nothing but detract 
from the enjoyment of the whole "portable music" experience. It's less of an issue now that it's becoming more standard but settings retention is very 
import - earlier players lacked the ability to remember anything. Some went so far as to require a volume reset with every power up. The best players 
today have the ability to remember the last song you played and other settings even after you power down and take out the batteries. This is probably the 
most overlooked area in choosing an MP3 player, but if you pick up a device with little or no retention, frustration will rule your digital music relationship. 

Look for a machine with rugged durability - this is a may seem redundant but you'd be surprised how many flimsy players there are out there. 
You want the player to last. You want to throw it in your bag, take off on a mad rush with all your gear crashing around inside while you catch that 
bus, and rip it out to listen to your tunes. Who wants to reach inside and find their player with a cracked casing or with buttons popping straight out? 
Some players use cheap materials that feel like lacquered rice paper with a fancy paintjob. There's no way you can survive without a durable player. 

Finally and most importantly there's audio quality. Don't resign yourself to the fact that portable music means lowering your expectations for 
great sound. Portable players can sound awesome - most just don't quite make it there. As I said before, try before you buy and you'll notice that 
there's enormous variation in the way each unit sounds. There are great soundingplayers around, unfortunately they're not yet the majority. 


jazPiper MVR64P 


SIZE 66 x 60 x 18 Hint 

Wm 

BUILT IN MEMORY 64Mb 

w 

MEMORY UPGRADES 32/64Mb 

_n 

PC CONNECTION Parallel port 


OTHER FEATURES FM timer, Voice recording, Phoneboo! 

k(250)’ 


The newer 64Mb jazPiper is a great 
improvement over the original. The sound 
quality has improved to bring it up to a very 
good level. The inclusion of an FM tuner is also 
a nice addition. The user interface and LCD are 
also very solid. The phonebook function is an 
impressive extra that seems to be unique to the 
jazPiper and indicates the movement towards 
convergence of portable audio, mobile 
telephony and PDA's. What lets the jazPiper 
down however is the parallel connection. Slow 
transfer speeds are the only significant 
drawback of this very good value machine. 

S3 Rio 600 


Diamond Multimedia brought some of the first 
MP3 players to the market. Now, under the S3 
banner, the latest incarnation of the excellent 
Rio series is born. The sound quality of the Rio 

600 rivals 
that of the 
Creative 
products 
with 
true 


longer cutting edge. In terms of sound quality 
the unit is a very strong performer, and 
reaches the top of the heap for high volume 
popular music. The display is text-only 
restricting the user interface but the menus 
have been implemented quite well. The Yepp is 
very similar to the jazPiper in both look and 
features. The standard parallel connection was 
frowned upon but at least there is an option for 
USB - this should really be standard, however. 

The Yepp is a good value machine and great if 
you want it constantly on full volume, if you 


M9Sh - ' 

§& Ik can handle 

gjj n j §jg 

| cranking it 


|j| down a 

> c< 

Jv, notch you 
will find 
a better 


solution 

elsewhere 


reproduction 
throughout the sound 

spectrum. The LCD is sharp and bright and the 
user interface has a very comfortable feel about 
it. Faceplates can be snapped on and off the 
player making it a switchable fashion 
accessory as well. The Rio 600 uses an 
unconventional proprietary method for 
memory expansion - the entire back of the 
player houses the memory and is swapped to 
gain greater capacity. This allows the Rio's 
awesome 340Mb upgrade, giving the player a 
huge 372Mb. The player looks very good, 
replacing the standard metallic rectangle with 
sexy organic curves. This is definitely one of 
the best players out there. 

Samsung Yepp E-64 


SIZE 65 x 87 x 17.2 mm 

BUILT IN 

MEMORY UPGRADES 16/32Mb 
PC CONNECTION Parallel port (USB optional) 

OTHER FEATURES Voice recording, Phonebook (350) 


Although Samsung has recently been trumping 
up their MP3 players their flagship model is no 


Final Recommendations 

• Diamond Rio 600 

• Creative Nomad II MG 

• Creative Nomad lukebox 

The podium is shared by three of the 
contenders, all on a fairly even keel. The Rio 
600 probably just pips the Nomad II MG at 
the post due to its expandability. The sheer 
volume of music that the Nomad Jukebox 
can hold is breathtaking. 


PCPP 115 







Humming away in a corner of the 
high security PC PowerPlay complex, 
the Beast is the pinnacle of PC technology. 
The Beast pushes the boundaries of 
supercomputing and is banned from sale in 
34 countries. Developed in conjunction with 
Silicon Graphics, Cray and MIT, the PCPP 
Beast is able to simulate nuclear explosions 
at the atomic level, crunch Mersian Primes, 
while simultaneously rendering Ultima 
Ascension at over 400 frames per second. In 
sum, it makes the lovechild of Deep Blue 
and HAL 9000 seem a mere toy. 

Gamers should own a beast for themselves. 

CPU: Dual Pentium III 1.13 GHz 

Contrary to Intel’s assertion, the recently 
announced 1.13 GHz Pentium III Coppermine 
does work in SMP mode. While supplies of the 
chip are scarce and outrageously expensive, 
you can rest assured that you’ll thrash any 
single processor system in Quake3. Now that 
Windows 2000 supports SMP and DirectX 7, 
we should be seeing more games that are 
capable of utilising SMP. When the AMD 
Athlon goes dual (Mustang, anyone?), we’ll give 
it consideration! 

Motherboard: Microstar 694D Pro 
The 694D is MSI’s latest Apollo Pro 133A 
dual motherboard. The Apollo Pro is the only 
chipset that supports 133MHz Coppermine 
processors without using RAMBUS. The 694D 
also comes with tons of expansion slots, an 
ATA/100 controller and integrated IDE RAID 


support. If you’re interested, this board is 
also available with an optional Texas 
Instruments IEEE 1394 Firewire controller. 
The creme-de-la-creme. 

RAM: 256Mb KingMaxx TinyBGA 
PC 150 SDRAM 

256Mb RAM should keep the Beast in check for 
some time. Excellent for those times when you 
need to run Photoshop, Deus Ex and Quake3 
simultaneously! PC 150 rated RAM means it can 
be operated at an unprecedented 150MHz. This 
is particularly useful for overclockers who plan 
to run their FSB beyond 133MHz. 

SCSI Card: Adaptec AHA-2940U2W 
Dual channel Ultra 2 Wide SCSI card from 
Adaptec. ‘Nuff said. 

Hard Drive: Seagate Cheetah X15 18Gb 
The fastest hard disk available, the X15 
trounces all the competition. The SCSI X15 
runs at a huge 15,000 rpm, and has a chunky 
4Mb of cache. If you buy a couple of these, you 
can run them in a redundant RAID array... 

Optical Drive: Ricoh M9060A 
With the M9060M, Ricoh has combined the 
functionality of a DVD-ROM and a CD-RW drive 
into one compact unit. The M9060 can read at 
24x, write at 8x, rewrite at 4x and read DVD- 
ROM at 4x. Very impressive. 

Videocard: Asus V7800 GeForce 2 
GTS Ultra 

The GeForce 2 GTS is the fastest graphics 


accelerator on the market - coupled with 64Mb 
of DDRAM and Asus’ cool SmartDoctor 
utilities, the V7800 is the one to beat. 

Soundcard: Creative SoundBlaster 
Live! Platinum 

The SB Live! Platinum package includes the 
perennially popular SBLive! Card, as well as 
the Live Drive II Optical interface. It also comes 
bundled with a massive software package. 

Speakers: Videologic Sirocco Crossfire 
The Crossfire setup has it all: 4 speaker 
surround, a hefty bass bin and music fidelity 
that puts a Rotel system to shame. The perfect 
adjunct to the SB Live Platinum. 

Monitor: Sony G500 21” Trinitron 

Able to pull off 2048x1536, this is bound to 
impress the mates, especially when used in 
conjunction with a capable videocard like the 
V7800. Big, flat and sexy. Best of all, it’s a Sony. 

Case: Supermicro SC750-A 
The Supermicro 750 is a behemoth. It can 
hold up to 16 fans, comes equipped with an 
AMD approved 300W Sparkle power supply, 
and has wheels on the bottom! A quality case 
like this could conceivably outlast the rest of 
your components. 

Networking: 3COM 3C905C-TX 
3Com have a reputation for making the best 
networking cards. The PCI-based 3C905C is 
no exception, with the best drivers and 
support available. 



116 PCPP 




ag 



When we build a motherboard, you know it's 
going to have more than just plain guts. 

It's going to be fast, lightning fast, to keep 
pace with the latest chips on the market. 

That's what you need in a motherboard. 


Celeron, Pentium, Athlon, Duron - an AOpen 
motherboard can mix it with the best. And with 
Die Hard Bios in the Pro series you know, quick 
as a flash, our motherboards are champion 
performers. 


Don't spit chips. Check out the latest range 
of AOpen motherboards - if you can handle 
the pace. 

Give us a quick call today about our 
motherboards. 



AX34 Pro - VIA 694X 


Die Hard Bios with external switch • VIA 694X chipset 

• Jumper-less design • Supports PC-133 RAM 

• 4x AGP • Sound on-board 



AX3S Pro - Intel 815E 


Supports Intel Celeron and Pentium III 
Socket 370 CPU • Die Hard Bios with 
external controller • Supports PCI 33 
SDRAM DIMM • Enlarged 24K gold 
plated heatsink for chipset • Intergrated 
2D/3D graphics engine with Dynamic 
Video Memory Technology: 4MB SDRAM 
display cache on board and one AGP slot 
for 4x/2x/lx AGP graphics card upgrade 



MK33 - Duron 2 Athlon 


Supports AMD Athlon and Duron Socket A 
CPUs • Supports PCI 33 and VCM133 
(virtual channel memory) DIMM • Supports 
lx/2x/4x AGP mode • Resetable fuse 
providing short circuit protection for 
keyboard and USB device • ACPI S3 
(suspend to RAM) and S4 (suspend to disk) 



Mainboards 



CD & DVD Roms 



Sound Cards 



Graphics Cards 



Cases 



Open 


Component Solutions 



service for excellence 


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(03) 9561 8777 • Omega (03) 9800 3444 • Sato (03) 9899 6333 QLD: Compuworld (07) 3846 7588 • Omega (07) 3272 2386 
• Intermedia (07) 3369 0477 • QLD I.T. (07) 4634 7999 • Sato (07) 32556899 SA: Crest (08) 835 1 0500 • Omega (08) 8410 3434 
WA: Direct Memory Access (08) 9445 9500 ACT: Cougar Computers (02) 6255 4333 PNG: Daltron Electronics (675) 325 6766. 
Servex Australia Pty Ltd.ACN 076 438 808, AOpen is a registered trademark of AOpen Inc. All other product, brand and company 
names are trademarks of their prospective owners. _ _ _ _ J _ 

MAAQFDinnfi 










DANIEL RUTTER WAXES TECHNICAL 


WRITE TO 


SETUP 
PC PowerPlay 
PO BOX 634 
Strawberry Hills 
NSW 2016 
setup@pcpower 
play.com.au 
When you write 
remember to include 
as much pertinent 
information as 
possible. Send your 
CONFIG.SYS and 
AUTOEXEC.BAT 
and any 
associated *.INI 
files for Windows 
that might tell me 
more about your 
problem. Give me 
as detailed an 
explanation as you 
can and be sure to 
include as much 
detail as possible 
about your PC. 

Feel free to email 
your questions or, 
if you want to snail 
mail, please 
remember to write 
clearly or better 
still print your 
letters. Please 
note that due to 
the volume of 
messages we 
receive, we cannot 
guarantee a 
response to all of 
your queries. 


Red ones go faster! 

w Howdy ho to all the people at 
J J ^ PCPP! I’m sitting here 
* looking at my PC case and 
was wondering if I could give a facelift. 
What I mean is, giving it a nice paint 
job. Getting rid of this crappy beige 
colour for something groovier and a lot 
nicer to look at. But I wouldn’t have a 
clue where to start, what types of paints 
I could use and even if it’s safe for my 
PC. I can take all the panels off the case 
and pretty much get it down to it’s skin 
and bones. I know this isn’t really a 
hardware or a major computer question, 
but I thought someone at PCPP might 
have given it a go. 

Darren Ecclestone 



Hey, no problem. All you 
need to do is start with a 
computer case: 



... and then just slap some paint on it: 



It’s really that simple! My mad 
Photoshop skillz aside, painting PC 
cases ain’t too hard. It’s easy enough to 
get the panels off just about any case, 
even if they’re riveted on - you can drill 
out pop rivets. Then you just go over 
‘em with a power drill and wire brush 
until you’ve got bare steel, and paint 
‘em with anything that’ll stick to metal. 

You can use multiple sanded-back 
coats of automotive paint and make it 
really gorgeous, if you like. More than a 
few PC fetishists have persuaded car 
respray places to do their PCs for not 
too many dollars. But plastic front 
panels are more of a problem. You can 
get paints that stick OK to plastic from 
model shops (it’s expensive, but you 
don’t need much) or, no doubt, proper 
paint suppliers. But your PC will look 
dorky if your CD-ROM and floppy drive 
front panels are still beige, so you’ve 
got to do them too. Which can be fiddly. 

If you’re going to have a stab at it, 

I’d recommend you go to a computer shop 
and buy a new case - something nice and 
solid - and screw around with THAT, 
while your PC’s still working in the old 
case. Then you can transplant it when 
the job’s done, and you don’t lose the PC 
for days on end as you wait for paint to 
dry. Or for the hot-rod shop to finish 
putting purple flames down the side. 

Modem voodoo 

Yo PCPowerPlayers!!! I have 
one question, and that is about 
(drum roll please) - Modems! 
Yes yes, I know everyone writes in 
about this, BUT I would like to know 
what some of the jargon means, as I 
have just downloaded an excellent, 
freeware software package call iSpeed. 

It lets you optimise your modem TTL, 
MTU, RWIN etc., and it even explains to 
some extent what these mean. 
Unfortunately, that “some extent” isn’t 
that great. So, I would like to know what 
MTU, RWIN, MSS and TTL mean. 

I have a 56kbps modem, what would 
be a good config for it? The program is 
available from http://www.hms.com/ , 
and is a handy dandy little thing. 

FRiO 


What do the acronyms 
mean? Nothing important. 
Oh, all right. 

MTU is Maximum Transmission Unit, 
the biggest packet size a network will 
transmit. RWIN’s the TCP Receive 
Window size; it’s how much 
unacknowledged data there can be in a 
TCP connection before things grind to a 
halt as the transmitter waits for some 
hint that the receiver’s still listening. 
MSS is the TCP Maximum Segment Size, 
the most data that a node can send in one 
segment. TTL is Time To Live, how many 
seconds or network “hops”, whichever is 
the larger, a packet is allowed to take 
before the devices relaying it are 
allowed to give up and kill it. 

There’s no magic bullet setting 
that’ll suddenly give you much better 
speed from a modem connection. 

Modem connections suck. You can’t 
make ‘em stop sucking. Live with it. 

If you’ve got an old version of 
Windows 95, before Dial-Up Networking 
(DUN) version 1.3, then you’ve probably 
got an MTU setting bug that may halve 
your connection speed at times. But 
just grabbing the DUN 1.3 update from 
Microsoft cures it, and further MTU 
fiddling will only gain you about half 
an RCH more speed. 

I’m not going to tell you what RCH 
stands for. Ask your daddy. 

Winding up RWIN on a broadband 
connection (which your modem is NOT) 
can help throughput from high-latency 
sites - Web surfing in the States, in 
other words. It won’t do you any good 
for games, and it won’t do anything 
significant for modem connections. 

Various people are under the 
impression that there should be some 
relationship between RWIN and MSS. 
They’re wrong. Well, they might have 
an obscure technical point, but they 
don’t get any more speed out of it. Some 
old broken TCP/IP stacks were 
apparently significantly less crap if you 
made RWIN some multiple of MSS, but 
this doesn’t apply for more recent 
operating systems. 

Fiddling with TTL is just goofy. The 
point of the setting is to stop packets 
from causing gridlock if they’re routed 




118 PCPP 




LETTER OF THE MONTH 


Hail great and mighty tech- 
guy, [Note - for the comfort 
of readers who are trying to 
eat, 150 words of wow-you-guys-are- 
so-great text has been excised from 
this letter. It may have worked this 
time, but bribery’s more reliable - Ed.] 
So, I saved up a bit of money, and 
am now the proud owner of a speedy 
PIII-533EB [I’m going to assume you 
hit the wrong key, there, and mean 
733EB or something - the slowest EB 
P-III is the 600 - Ed]. However, and 
this is where my question starts, 
while investigating which games to 
invest in, I have come across the 
abbreviations TCP/IP and IPX, as 
requirements for multiplayer on 
many titles. 

In an attempt to avoid 
succumbing to the inevitable 
condemnation my peers would 
impose upon me, can you please 
provide an answer to this question. 

Francis 

Y’know Francis, in your 
enthusiasm to kiss PCPP’s 
bottom so enthusiastically 
that we’re all going to have bum- 
hickeys for weeks, you plumb forgot to 
finish ASKING that question. But no 
matter. I know what you mean. 

IPX/SPX and TCP/IP are both 
network protocols - sets of rules by 
which data can be transferred over a 
Local or Wide Area Network (LAN or 
WAN). Network games pretty much all 
require one or the other in order to work. 
The Internet is the ultimate WAN, and 
uses TCP/IP; a home network is a LAN, 
and can use all sorts of protocols, 
including IPX/SPX and TCP/IP. 

Actually, both of these “protocols” 
are really two protocols - IPX/SPX is 


the Sequenced Packet Exchange 
transfer layer protocol running on top 
of the Internetwork Packet Exchange 
networking protocol, and TCP/IP is 
Internet Protocol on top of Transport 
Control Protocol. They’re colloquially 
treated as single protocols, though, 
and you deal with them as if they 
were one lump in Windows. 

Modern operating systems let you 
run more than one protocol on a 
single network. The current flavours 
of Windows actually make it about as 
easy as it CAN be to run IPX/SPX and 
TCP/IP simultaneously. 

The third common LAN protocol 
is NetBEUI. It’s a good no- 
configuration-needed protocol for 
simple business LANs, but I don’t 
know of any games that use it. 

Different versions of Windows 
install different protocols by default, 
but you can add and remove 
protocols as you like. Fool around in 
Network Properties and you’ll get the 
idea quickly enough. 

If you use TCP/IP, every computer 
on the network has to have an IP 
address. This means you either need a 
Dynamic Host Configuration Protocol 
(DHCP) server somewhere on the 
network (Windows 98SE and 2000’s 
Internet Connection Sharing does 
DHCP, for instance), or you have to set 
static IP addresses for the machines. 

Or you can just leave them with 
the default Windows get-an-address- 
automatically setting, if they’re all 
running Win98 or later. If 98-and-later 
versions of Windows CAN’T find a 
DHCP server to give them an IP 
address, they’ll pick a random one 
from the “LINKLOCAL network” IP 
address space, which means an address 
starting with 169.254 and with two 

more arbitrary numbers on 
the end. The LINKLOCAL 
space is a “class B 
network”, which means the 
network ID, indicated by 
the subnet mask, is the 
first two numbers. 

All 169.254.X.X 
computers can see each 
other provided they have 
one different number out of 
the last two, and since the 
last two numbers can be 
from 0 to 255 and from 1 to 
254 respectively, up to 
64,515 computers can be on 
this network at once and 
address clashes are unlikely. 






LETTER OF THE MONTH WINS THE MOST EXCELLENT SIDEWINDER 
AND DUAL STRIKE CONTROL PADS FROM MICROSOFT'S PREMIERE 
RANGE OF GAME CONTROLLERS. CHEERS MICROSOFT! 


The auto-address option works OK, 
but the computer always pauses during 
startup as it looks for a DHCP server. 

Any protocol you’ve got installed, 
or all, or none, can be used on a LAN 
for Windows file and printer sharing. 
It depends on what services you 
choose to “bind” to which protocol. 

It doesn’t hurt to have everything 
bound to everything; it’s just untidy. 


Configuration J identification | Access Control j 
The folbwing network components are installed: 


? Dial-Up Adapter 
SRealtek RTL8029 Fj 
IT TCP/IP -> Dial-Up J 








Primary Network Logon: 
j Windows Logon 

File and Print Shatir 

Description 

TCP/IP is the protoco 
wide-area networks. 


TCP/IP Properties 


DNS Configuration | Gateway j WINS Configuration ] IP Address 
Bindings | Advanced | NetBIOS 

Click the network components that will communicate using this 
protocol. T o improve your computer's speed, dick only the 
components that need to use this protocol. 

@ Client for Microsoft Networks 
| @ File and printer sharing for Microsoft Networks 



Managing network settings 
in Windows 95/98 is about 
as easy as it can get 


iLlggZjl 


You would think it would waste 
some significant amount of memory, 
or eat more processor time, or 
something, but there is actually no 
difference. Feel free to prune out 
protocols and clients and bindings 
that you’re not using for anything - if 
you have got the Client for NetWare 
Networks and you’re not ON a 
NetWare network, there ain’t much 
point keeping it - but don’t expect to 
see a performance gain. 


PCPP 119 I 






TECH 


TECH TIPS 


I'm building a new 
PC with everything 
new except my 
hard drive. I don't 
whether I should 
take it out of my 
old one (P90, 

16Mb, Windows 95) 
and just put it in 
my new one. 

Would this work 
and would it 
recognise all the 
new hardware? By 
the way, I'm going 
to upgrade to 
Windows 98. 

Andrew 

When you make 
major changes to 
the configuration 
of a Windows 
95/98 machine - 
anything involving 
a motherboard 
change, basically 
- you have to at 
the very least run 
Setup again. 
This'll do an over- 
the-top reinstall, 
and install the 
right drivers for 
all of the low 
level stuff that's 
different on different 
motherboards. 

It's easy enough 
to do by starting 
from a Win98 
startup disk, or 
just booting from 
a Win98 CD; 
most current 
systems can boot 
from their CD- 
ROM drive. 

If you don't 
reinstall, you've 
done the rough 
equivalent of 
yanking the four 
cylinder engine 
out of your 
Pulsar, dropping a 
V8 into the gap, 
slamming the 
bonnet shut and 
expecting it to 
work. Even when 
you run Setup 
again, there's no 
guarantee that it 
won't go bananas 
in the setup 
procedure when 
trying to upgrade 
95 AND detect 
new hardware 
AND maintain the 
previous system 
config. It's worth 
a try, but you 
may find yourself 
renaming your old 
Windows directory 
and installing to a 
new one, to get a 
fresh start. 


incorrectly, or sent around in loops. With 
a TTL of 32 (the default in Win95), no 
packet will ever live more than 32 
seconds. Most will either get to their 
destination or be killed much sooner 
than that, as TTL’s reduced by one on any 
routing hop, no matter how quick, and 
most hops take a lot less than a second. 

Win98’s default TTL is 128, to guard 
against the rare cases when more than 
32 hops are needed to get to a 
destination machine. This only happens 
once in a blue moon, but it’s a big 
Internet and it DOES happen now and 
then, especially when major node 
outages mean traffic’s forced to take all 
sorts of weird routes around the globe. 

If packets aren’t making it to a 
destination, increasing TTL might solve 
the problem. If it’s taking more than 
128 hops (or seconds) for packets to 
make it, though, you’ll be in same-day- 
service mode anyway and might as well 
go and feed some ducks or something. 
Decreasing TTL to “speed things up” is 
about as sensible as deciding to service 
your car next week, instead of next 
year, and hoping that your decision will 
make it go faster right now. 

There are reasons for SOME people 
doing SOME specialised things to fiddle 
with these settings, but for most 
applications, including games, there’s 
no reason to. 


Whither P-IIs? 

I’m writing concerning the 
sudden demise of Pentium IIs. 
When Pentium IIs came in a 
while back (I’m not sure how long ago), 
they were all the rage. Testing and 
reviews done by various magazines 
(yours included), said that they were a 
helluvalot faster than Celeron 
processors, and any other chip produced 
by Intel’s rivals. And apparently, the 
price was reasonable. 

Now what I want to know is - what 
happened to them?! With the 
appearance of Pentium Ills, the Pentium 
IIs have disappeared. I am currently 
looking for a computer, and would like a 
Pentium II, because it’s not as 
expensive as the P-III, and performs a 
lot better than the Celeron. Why have 
Intel taken this great, value-for-money, 
chip off the market? 

Andre Eliatamby 

The inferior Celeron you’re 
thinking of was the original 
version - the 266 and 300MHz 
Slot 1 models. Those were the only two 
Celerons to use the “Deschutes” core, 
which was essentially a Pentium II without 
the separate Level 2 cache RAM chips. 

Since the P-II core doesn’t have any 
L2 cache built in to the processor core, 


those two original Celerons did indeed 
suffer for cache-sensitive tasks; all they 
had was their Level 1 cache. But they 
were actually pretty good for 3D games, 
particularly when you consider that 
both of them were rather likely to run 
perfectly happily from 100MHz Front 
Side Bus (FSB), versus their default 
66MHz. This turned them into 400 and 
450MHz processors, respectively. 

After the original 300MHz Celeron 
came the “300A”, the first model to use 
the new “Mendocino” core with full- 
speed Level 2 cache built in. Every 
Celeron from the 300A to the 533 uses 
the same core - the newer ones are 
square “Socket 370” chips instead of 
big-cartridge Slot 1 ones, but the 
silicon’s the same. 

The Mendocino core is pretty much 
exactly as fast, for single-processor 
business apps and games, as a Pentium 
II at the same clock speed. Which 
rather put the kybosh on the whole P-II 
caper, really. 

Celerons from the “533A” upwards 
use the new “Coppermine 128” core, 
which is a chopped-down Pentium III 
that performs significantly better at a 
given clock speed than the Mendocino. 

If you want P-II performance, no 
problem. Go and grab yourself a 
Celeron. The Mendocino-core ones work 
on practically any Pentium Il-capable 
motherboard (with a cheap “slotket” 
adaptor board to turn the new Socket 
370 CPUs into a Slot 1 package), and 
the Celeron 466, 500 and 533 are all 
faster, for desktop computer tasks, than 
any P-II ever made. 

Detective work 

Dear Great and Almighty 
PCPP Technical Person. [Hey! 
Sort it out, you guys! He’s 
“great and mighty”, or he’s “great and 
ALmighty”. Dissension in the Church of 
Dan will not be tolerated - Ed.] 

I desperately need your help! 

I’ve got the biggest stuffed up 
computer in the world and I don’t know 
any one who can fix the piece of s!#t. 

One of my friends stuffed their 
computer and tried to fix it using mine. 

I don’t how they stuffed theirs but he 
certainly stuffed mine. 

After swapping drives into a my 
friend’s computer, which didn’t help it, 
we reinstalled them into my computer, 
and guess what it came up with? 
“System hardware abnormal.” And to 
top it off the internal speaker was 
beeping its head off at me. 

I can’t remove the stupid 
abnormality. So we tried formatting the 
hard drive and reinstalled Windows 98, 
but it didn’t help, and my drive 
detection’s all messed up too. 


How on earth can I remove the 
abnormality? And what would be 
making a pain in the arse whirring 
noise inside of my computer when I 
start it up? My computer sounds as if 
it’s going to blow up! 

Zaphod 

Probably, that whirring 
noise you hear is a cable 
jammed in the CPU fan. 
That’d cause it to spin slowly enough 
that the alarm would go off. 

If you still get the problem, and the 
CPU cooler’s demonstrably working 
(this bit of the answer’s for other 
Microstar users, not really you...), then 
press Delete during startup to go into 
the BIOS setup, go to Special Features 
Setup, and set “CPU fan detected” to 
“Disabled”. 

The other problems you have may be 
caused by scrambled BIOS settings, 
caused by electrostatic discharge or 
some other mishap while you were 
screwing with the system. In BIOS 
setup, load the setup defaults from the 
first menu (which will turn CPU fan 
detection back on again, if you turned it 
off before...) and then re-setup the 
system. Little to nothing needs to be 
done, on modern computers. 

If one drive or another still isn’t 
detected, it’s possibly fried, but it’s 
probably just not plugged in properly. 
Make sure the connector’s the right 
way round and plugged in solidly. 

Celeron cranking 

I own a weedy Celeron 3 00 A, 
with 64Mb of PC 100 ram, 
8.4Gb hard drive and an 8Mb 
TNT2 M64. My Celeron is the old one 
(slot 1), so my question to you is could I 
overclock my Celeron to a 450 just by 
changing the bus frequency to 100MHz 
on the motherboard? 

By the way my motherboard is a 
Jetway J-791BS. Would I need to buy a 
extra fan to cool the CPU, so it doesn’t 
overheat and fry? 

Jonathon Tinsley 

Something like four out of 
five 300As will run at 
450MHz perfectly happily, 
without any voltage tweaking. Which 
you can’t do on the Jetway J-791BS, 
anyway. But it’s got a jumper setting for 
100MHz FSB, so it’s worth a go. It can 
also handle 90MHz and 112MHz, both of 
which you might like to try - don’t expect 
112MHz to work, but 90MHz might be 
fine if your CPU can’t handle 450MHz. 

You probably won’t need extra 
cooling, either; as long as you’ve got 
reasonable case ventilation, the stock 
Intel cooler will very likely be fine. 








120 PCPP 





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with friends and family over the Internet 
or email still photos as well as video clips. 
3 USB Models to choose from - for PC and Mac. 

With Kensington VideoCams 
you can do it all - and at a great price. 

VideoCam 400 x 300 ppi - $99.95 rrp 
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CD POUERPLfW #5H 


Starting CD PowerPlay 

Welcome to the latest edition of CD PowerPlay. This month's two discs include some of the hottest demos from 
around the world. Highlight of this month's selection is the long-awaited expansion pack for Microsoft's all-time 
classic realtime strategy game, Age of Empires II. Half-Life owners be sure to also check out Counterstrike! 

As always, navigation through the online menus is easy. Simply click on the category you want and then select the 
game or utility. We hope you enjoy this month's CD and hope to see you back next month for another dose of 
gaming goodness. 

cdtech@powerplay.next.com.au 

Faulty CDs will be replaced free of charge. Send it, together with a description of the error, to: 

PC PowerPlay CD Returns 
Reply Paid 634 
78 Renwick St 

Redfern NSW 2016 (No postage required) 





122 PCPP 




BLAIR bllTCH MOLUPIE 1: 
RUSTin PRRR 

Category: Adventure 
Developer: Gathering Of 
Developers 

Need: P233, 64MB, SVGA, 3D Card 
3D: Direct 3D 
Multiplayer: N/A 

The player assumes the role of Elspeth 
"Doc" Holliday, scientific investigator for 
Spookhouse, a shadowy agency 
dedicated to protecting the world from 
supernatural evil. The year is 1941. An 
insane hermit named Rustin Parr has 
confessed to murdering seven children 
in the quiet Maryland town of 
Burkittsville. His claim is that an "old 
woman ghost" drove him to his heinous 
crimes. Parr's rantings coincide with 
age-old local legends: tales of the cursed 
woods surrounding the town and a 
murderous, vengeful entity that has 
haunted Burkittsville for two hundred 
years, an abomination known locally as 
"The Blair Witch." Spookhouse has taken 
keen interest in the subject. Doc travels 
to Burkittsville to investigate... 


Keys 

FI: Display list of controls 

F2: Save game 

F3: Restore game 

F5: Toggle sound 

F6: Quick save 

F9: Quick load 

F11: Brighten Screen (Gamma 
Settings) 

F12: Darken Screen (Gamma 
Settings) 

ESC- Pause 

DELTA FORCE: LAI1D WARRIOR 

Category: Action 
Developer: Novalogic 
Need: P266, 64MB RAM, SVGA, 3D Card 
3D: Direct 3D 
Multiplayer: TCP/IP, IPX 
Delta Force: Land Warrior is the follow- 
up to the popular special forces action 
games, Delta Force and Delta Force 2. 

A cohesive, character-driven storyline 
raises the stakes over the previous 
games, introducing a squad of five 
veteran Delta Force soldiers. Players 
will step into the boots of each squad 


member as the team carries out 
special operations ranging from 
hostage rescue to sabotage to direct 
assaults on terrorist compounds. 

Controls 

Mouse Controls: Look up/down, 
turn left/right 

Left Mouse Button: Fire Weapon 
Right Mouse Button: Toggle Scope 
Middle Mouse Button: (if available) 
Lie Prone 

VIEWS 

F3: 1st Person POV 

F4: Show Gun Toggle (1st person 

only) 

F5: 3rd Person, follow camera 
F6: 3rd Person, non-tracking 
F7: Drop Cam (locks camera in a 
set location) 

MOVEMENT 
Arrow Keys : Move 
forward/backward, sidestep 
left/ right 
P: Look Up 


Look Down 
L: Look Left 
;: Look Right 

Shift: Walk (hold down while using 
arrow keys) 

Space bar: Jump 
Delete: Stand 
End: Crouch 
Page Down: Lie Prone 

DEUS EX UPDATED DEP10 + 

extra mission 

Category: Action/RPG 
Developer: Eidos Interactive 
Need: P2-300, 64MB, SVGA, 3D Card 
3D: Direct 3D 
Multiplayer: N/A 
The future is here, and the world has 
becomes a dangerous place. 
Terrorists operate openly, killing 
thousands: drug, disease, and 
pollution kill even more. The world's 
economies are close to collapse and 
the gap between the insanely 
wealthy and the desperately poor has 
grown to the size of the Grand 
Canyon. Worst of all, an ages old 





KISS PSyCHO CIRCUS 

Category: Firstperson Shooter 

Developer: Gathering Of Developers 

Need: P266, 64MB, SVGA, 3D Card 

3D: Direct3D , 

Multiplayer: TCP/IP, IPX 

■ Kiss: Psycho Circus is a demonic world of mystery and 
horror, where the player must battle the hideous freaks- # 
of-nature spawned by the Nightmare Child. The game 
is an intense firstperson shooter that is based on the 
rich world created by Todd McFarlane in his best- 
selling comic books. 

The player begins as a mere mortal and progressively 
acquires the powers ofThe Elder, a supernatural being. 

The Elder is embodied by four alter egos that are based on V 
the Kiss characters. The alter egos are the Demon, the 
Starbearer, the Beast King, and the Celestial. Together, 
they can prevent the unraveling of the universe. 


PCPP 123 




1771 443 1 85005 


Australia’s only DVD magazine 


world class geek or movie genius? 

Censor’s knife: 

k how it cuts your DVDs 





conspiracy bent on world domination 
has decided that the time is right to 
emerge from the shadows and take 
control. No one believes they exist. 

No one but you. 

This is an updated demo with all 
patches applied. We've even been so 
kind enough to include an extra 
level. Enjoy ! 

Controls 

MOVING 

UP, W: Move Forward 

DOWN, S: Move Backward 

LEFT, A: Strafe (sidestep) Left 

RIGHT, D: Strafe (sidestep) Right 

Z: Turn Left 

C: Turn Right 

Q: Lean Left 

E: Lean Right 

Spacebar, Ins: Jump 

X, Num Crouch 

M: Mouse Look 

Shift (hold): Walk/Run 

Caps Lock Toggle: Walk/Run 

USING ITEMS/WEAPONS 
Left Mouse Button, Enter: 

Use Object in Hand 
Right Mouse Button: 

Use Object in World 
Tab, Center Mouse Button: 
Drop/Throw Item 
Backspace: Put Item Away 
Mousewheel Up: 

Select Next Belt Item 
Mousewheel down: 

Select Previous Belt Item 
0-9: Select Belt Items 



FI: Open Inventory Screen 
;: Reload Weapon 
[: Toggle Scope 
]: Toggle Laser Sight 
': Change Ammo 

SflniTV: HIKER'S flffWACT 

Category: Action/Adventure 
Developer: Fox Interactive 
Need: P2-300, 64MB, SVGA, 3D Card 
3D: Direct 3D 
Multiplayer: N/A 
Years from now, citizens around the 
world begin to display remarkable 
psychic abilities. These citizens, called 
Psionics, are tormented souls able to 
generate and control energy 
emissions using only their minds— 
often with catastrophic and deadly 
results. Succumbing to the lure of the 
power they possess, the Psionics will 
stop at nothing to achieve control of 
the universe. 





Your mission is to stop the 
Psionics from taking over the world 
without losing Cain's sanity. On you 
quest to bring the rogue Psionics to 
justice, you will infiltrate secret drug 
labs, explore demon-infested 
catacombs, and even participate in a 
sick and twisted game show. 

Keys 

PLAYER MOVEMENT 

Right mouse button: 

move towards cursor 

Left mouse button: select/action 

Left Arrow: move left 


Right Arrow: move right 
Up Arrow: move up 
Down Arrow: move down 

OTHER KEYS 

1-0: select talent in slot 1-10 
C: toggle camera mode 
W: zoom out 
S: zoom in 

A: rotate camera right 
D: rotate camera left 
G: gun 

E: restore camera defaults 
Z: mouse swivel camera 
Q: move camera behind player 

THRRDOR 

Category: Realtime Strategy 
Developer: JoWood 
Need: P200, 32MB, SVGA 
3D: Direct 3D 
Multiplayer: TCP/IP, IPX 
Many years ago the Golraths, an 
aggressive and merciless people 
living not far from our galaxy, started 
to conquer and enslave other 
galaxies and to exterminate the 
population. So the other nations 
formed an alliance against these 
aggressive Golraths. This 
independent military organization 
was named "Alliance of Avares" or 
just "Ares", after its place of 
foundation. Thandor puts you in 
command of Ares' troops on a 
mission to save the galaxy from the 
Golraths' tyrannical rule. 

Keys 

All movements via the mouse 

TOnV HRiilK’S PRO SKRTER 2 

Category: Sports 

Developer: Activision 

Need: P200, 32MB, SVGA, 3D Card 

3D: Direct3D 

Multiplayer: N/A 

All of the tricks that made Tony Hawk's 

Pro Skater so much fun to play are 


back. Tony Hawk's Pro Skater 2 takes it 
to the next level with hundreds of 
additional tricks, including 
nose/tailslides, nose/bluntslides, 
varial flip, a multitude of new grabs, 
expanded inverts, lip tricks, nollies, 
manuals, and more realistic switch 
skating. And when they fall, players 
will see and hear the enhanced bails, 
nutters, knee slides, pole wraps, board 
breaks and wall splats. 

Keys 
IN GAME 

Slide: Numpad 8, V 
Jump/Olly : Numpad 2, SPACEBAR 
Grab: Numpad 6, B 
Kick: Numpad 4, C 

Up Arrow: Up 
Down Arrow: Down 
Left Arrow: Left 
Right Arrow: Right 

Spin Left Continuous: Numpad 7 
Spin Right Continuous: Numpad 1 
Spin Left 180: Numpad 9 
Spin Right 180: Numpad 3 



PCPP 125 








There's developers all across the 


world working hard every day and night jL for years to get their 


games made right. They put a hell of a lot of work in to them, 


and they make 'em tough. That's where PC GameGuide comes 


in. We've got fl everything you'll ever need, and more. 


niAUCfWWWWWSj 


You’ll find more than your average walkthroughs in PC GameGuide - 


we do so much more than the usual "go here, turn left, kill baddie". Once you've read one of our 


playguides you'll know everything there is to know about that game. 



But it's not just 


walkthroughs that we pride ourselves on. General tips, gaming help, and strategies for a huge variety of 



games are covered Ak in every issue. fimnsu All the hints to get you through the hard bits in all 


the cool games. If you want it, we'll have it. rSEWETSS] Because we go 


beyond the traditional 'walk- 


throughs', you'll find out about all the secrets in the games, and you’ll know where all the weird 

/ \ 



stuff happens. 


PLAYGUIDES! 


1 1 In short, there's 


enough material in every issue to allow you to live your 


gaming lifestyle to the fullest. Live your life the way you 


want, with 


PC GAMEGUIDi 


at your side. 









HERUV PIETRL: FRKK2 

Category: Firstperson Shooter 
Developer: Gathering Of Developers 
Need: P2-233, 32MB, SVGA, 3D Card 
3D: OpenGL 
Multiplayer: N/A 
Based on the Heavy Metal universe, 
FAKK2 puts you in the shoes of julie, a 
steel-eyed huntress and expert warrior. 
FAKK fights with a single purpose - she 
will not rest until she's freed her sister 


RUGBV 2001 

Category: Sports 
Developer: EA Sports 
Need: P200, 32MB, SVGA 
3D: Direct 3D 

Multiplayer: N/A 

Rugby 2001 features 20 real 
international teams and over 600 
real players with statistics taken 
from Rugby World Cup '99. Sculpting 
techniques were used for the 
creation of realistic likenesses of 
actual players including build, height, 
and player numbers. An all-new 3D 
game engine allows smoother, more 
realistic player animations and 
dynamic stadium and player lighting. 
Players even get dirty when they fall 
over, yet only the area that comes in 
contact with the ground will be 
affected. Use any camera angle you 
wish to view all the intense rugby 
action. Note: You can play one half 
between England and Australia. 

Controls 

Run/up/down/left/right - Arrow Keys 
Pass left/right - Z / X 
Punt/drop Kick: A 
Up and Under: S 
Grubber Kick: D 

Soccer Kick (ball is on the ground): D 
Tackle/Contest tackle: Z 
Change controlled player: X 
Hand-off / Sprint: V 
Touch-down / Dive on ball: C 
Try: Any Key 

0TUPID IDURDERG 

Category: Adventure 
Developer: UbiSoft 
Need: P200, 32MB, SVGA, 3D Card 
3D: Direct 3D 

Multiplayer: N/A 

After accidentally crash landing on Earth, 


Etno and his alien pals unwind from 
their latest calamity. With a moment 
break, the five hapless aliens find 
themselves on the run from an evil 
scientist, Dr. Sakarine, who collects 
aliens as a hobby. However, this evil 
professor and his hired henchman, 
Bolok, have plans for Etno and his 
friends, which include a 
comprehensive study of alien 
physiology. The aliens will have to do 
their best to find crazy solutions and 
escape the clutches and scalpels of 
the madman. 

Keys 

All controls are via the mouse 

RIRFIX D00FI0HT 

Category: FlightSim 
Developer: Visual Park 
Need: P2-300, 64MB, SVGA, 3D Card 
3D: Direct3D, Glide 
Multiplayer: N/A 
Enter the daydreaming fantasies of a 
marauding kid, home alone in a 
empty house. Building his own Airfix 
models, equipping them with 
firecrackers and other homemade 
weapons, he takes the role of a 
World War II fighter pilot. Now our 
hero has finally gotten a chance to 
prove his skills. The parents have 
gone astray and left him alone with 
his opposing forces. It's time fora 
miniature yet devastating battle 
between the real powers of this 



corner of imagination. 

Controls 

D: Increase thrust 
C: Decrease thrust 
Left: Bank left 
Right: Bank right 
Up: Pitch down 
Down: Pitch up 
Space: Fire machineguns 
Z: Fire secondary weapon 
Keypad 0: Next weapon 

0TRR TREK D09: 

THE FRLLEn 

Category: Action/Adventure 
Developer: Simon & Schuster Interactive 
Need: P233, 64MB, SVGA, 3D Card 
3D: Direct3D, OpenGL 


Multiplayer: TCP/IP, IPX 
StarTrek Deep Space Nine: The Fallen 
is a thirdperson action/adventure 
powered by an enhanced version of 
the Unreal Tournament engine. 
Playing as Sisko, Kira, or Worf, you 
must battle your way through a 
series of increasingly perilous 
missions. You must attempt to 
protect the station, and the entire 
Alpha Quadrant, from a host of rival 
factions that are determined to 
retrieve and exploit the destructive 
potential of the lost Red Orbs. 

Controls 

Keyboard 

Ctrl: Primary Weapon Attack 

Alt: Alternate Weapon Attack 

W: Move Forward 

S: Move Back 

A: Strafe Left 

D: Strafe Right 

Shift: Walk Slowly 

Space: Jump/Swim Up 

CorNumPad Period: Crouch/Swim Down 

Delete: Look Up 

Page Down: Look Down 


PRTCHE0 


Diablo II 

Heavy Metal FAKK2 
Icewind Dale 

Quake III Point Release 117 
Soldier Of Fortune 
Unreal Tournament 


PI0DS 


This months special addons include 
Dark Reign Mods 
Diablo 2 Character editors 
Half-life Counterstrike 7.0 
Motorcross Madness Terrain editor 
Quake 3 Arena tweaks 
Quake 3 Arena Fight Club 
Quake 3 Urban Terror 
StarTrek Deep Space Nine Mp3s 
Unreal Arena beta 


EPIULAT0RS 


Over 100 emulators covering Amiga, 
Arcade, Atari, Commodore64, 
Colecovision, 

Mac, N64, Neogeo, Playstation, Sega 
Saturn, Sega Megadrive, Sega 
Master System 
and theSnes. 



from the ruthless, power-hungry 
monster who abducted her when he 
ravaged their majestic planet and stole 
its greatest secret. More than 20 
powerful weapons comprise your 
arsenal, including both hand to hand 
and long-range 
weapons. Utilising the 
power of the Quake III 
engine, FAKK2 features 
state-of-the-art visuals. 

Controls 

Use the mouse to 
move the camera 
Crouch - c 
Turn Left - q 
Turn Right - e 
Strafe Left - a 
Strafe Right - d 
Run/Walk - Shift 
Use - x 

Holster Weapon - r 
Previous Weapon - f 
Inventory - i 
Sword - 1 
Defense - 2 
Guns - 3 
Explosives - 4 
Big Guns - 5 
Health - 6 
Camera Look - TAB 
Quick Save - F6 
Quick Load - F9 


PCPP 127 I 






DIVERSIONS 



FLASHBACK WITH... 

Charles Cecil 

(Revolution Software) 



Charles Cecil is the founder of England's Revolution Software. His previous games 
include Lure of the Temptress, Beneath A Steel Sky and the Broken Sword series. 
He is currently working on the action/adventure In Cold Blood. 


. 


The game that I played the most was 
Warcraft2. 1 absolutely loved it. First of 
all, it was exciting - 1 know it's quite 
diched, but they just did it really well. 
What I loved about it, - much more 
than Command & Conquer - was that 
not only did the units talk to you, but 
you could look at them and it was so 
obvious what they were going to do. 
Like if you had a big, fat guy, you knew 
he would just crunch everyone he 
came across, but that he'd be slow. The 
gameplay was incredibly intuitive, 
much more so than CKC in my opinion. 

I obviously play adventures as well, 
and certainly three or four years ago I 
enjoyed a good range of adventures. 
Of course Broken Sword would be 
number one, followed by Broken 
Sword 2, Beneath A Steel Sky and Lure 
of the Temptress... [laughs]... 


But I think that a close fifth would 
come Day of the Tentacle, which was 
just such fun. I loved the idea of 
sending hamsters through time, 
baked in ice, through a toilet. At that 
time, LucasArts had such bright guys 
working there. Monkey Island was 
very, very good as well. I'm looking 
forward to the next Monkey Island 
game, but I have to say that Curse of 
Monkey Island wasn't nearly as 
exciting as the first two. 



I never really got into Sierra's 
Quest games. With King's Quest, in 
particular, the whole idea of King 
Graham of Daventry is just so 
ludicrous because Daventry is just on 
the way to Luton airport and Graham 
is such an un-kingly name. The games 
took themselves desperately seriously, 
but were completely unconvincing. 

But then Sierra has now done Half- 
Life. I don't want to write games that 
are firstperson shooters, but Half-Life 
really got me into that genre. It was just 
so immersive and it was nice to play a 
game that genuinely made you jump. 

Metal GearSolid is a classic game. 
Maybe the characters take 
themselves much too seriously and, 
as such, the story never really 
gripped me. I wanted to continue 
playing because I enjoyed the 


gameplay, not because I was 
convinced by the story. There was 
too much talking and the characters 
were pretty one-dimensional. 

I'll give a place to Alone in the 
Dark, too. It really was a seminal 
product. And the Japanese are lying 
when they say they didn't copy it 
[with Resident Evil], because you 
know they did. It's very Japanese, 
though, to take a game that exists 
and then make it a lot better. 

Impossible Mission on the 
Commodore 64 was just 
extraordinary. It was the first game 
to overlay hi-res monochrome 
sprites onto lo-res coloured sprites. 
It was a fantastic effect. We were 
developing Spectrum games at the 
time, and I just looked at this and 
realised we'd been left behind. 



PCPP82 

JUNE 1996 

The cover image of a Hindu Goddess on our second 
issue was obscure enough to warrant an 
explanation on the contents page inside. Her 
name was Kali and her multiple arms apparently 
symbolised the potential for multiplayer gaming 
over the internet. Kali pioneered online gaming 
and, despite its lack of user-friendliness, we owe 
much to its early success. Quite what we were 
thinking when we featured Screamer and Terminal Velocity as 
worthwhile Kali games, though, isn't entirely clear. Complementing this look at 
online gaming was a comprehensive strategy guide to Command & Conquer, 
focusing completely on its multiplayer mode. Surely it's time we stopped talking 
of online games as the future - it's been with us for over four years now. 


REVIEWS 

Terra Nova (91%), Zork Nemesis (86%), Earth Siege 2 (85%) 


QUOTES 


“I'm thinking wow - choose a) if you want an erection, 
choose b) if you don't., the possibilities are endless." 

- Mark Hamill gets all excited about interactive erotic movies. 


p 


MY FIRST GAME 


WITH MURRAY PHILBRICK 


RAIDERS OF 
THE LOST ARK 

ATARI 2600 


Remarkably involved 
for an Atari title 
(despite its being a 
mere five or six screens 
long), this license had 
the usual graphics that 
needed annotations in 
the manual to point 
out what each mess of 
pixels was supposed 
to be. It was 
confusingly obtuse 
enough that I never 
managed to finish it, 
but it still holds most 
of my earliest gaming 
memories. 


Contributions to MY 1ST GAME are welcome. 

Send 100 words and a pic of the game (or game box) to: 
letters@pcpowerplay.com.au with "MY 1ST GAME" in the subject line. 



128 PCPP 







COMPETITIONS 


WIN! 

TONY HAWK PRO SKATER 2 


AND 


WIZARDS & WARRIORS 


T he good people at Activision have deemed 
the PC PowerPlay readership to be worthy 
of two of their upcoming games. As such, 
they've handed us two copies of the 
skateboarding spectacular that is Tony Hawk 2, 


as well as two copies of the sword and sorcery 
sensation that is Wizards & Warriors. 

If you would like to win either or both of these 
promising looking games, then just complete 
the following assignments: 




To win Tony Hawk 2, 
we want you to 
design a skateboard. 

Simply draw, craft or 
scribble your entry on 
the back of an envelope. 

The winner will be the 
reader with the most creative, 
artistic and original design. Mark 
your entry Tony Hawk Comp. 


To win Wizards & Warriors, we want 
you to illustrate a fight between the 
eponymous wizard and warrior. 
Once more, your entry must 
appear on the back of an 
envelope. The winner will be the 
reader with either the best 
artwork or the one who makes 
us laugh the most. Mark your 
entry Wizards & Warriors Comp. 


WHERE TO SEND 

Write the answer, along with 
your name and address on 
the back of an envelope. 

Do not forget to put the 
competition name on the 
front of the envelope. 

All entries close October 31st. 

SEND TO: 

PC PowerPlay 
78 Renwick St. 

Redfern NSW 2016 


PCPP 52 WINNERS 

Voodoo Magic 

D. Sinn, Red Cliffs VIC 

I Want UO 

(Only five winners) 

S. James, Clarencetown NSW 
W. Brown, Kensington Park SA 
R. Sinn, Red Cliffs VIC 
C. Mullins, Willunga SA 
L. Grieve, Brahma Lodge SA 

Best of Firstperson Action 

N. Rummery, Crows Nest NSW 


]fJh at u Mt 
TRUE CALUHH 


i ‘MT74T’ 


Here.'* uh±+ P 


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David 

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"f Inert h jut iff END 


PCPP 129 








NEXT MONTH 


PCISmoIH] 



Ten years ago it started a revolution 



Are you ready to Return to 

Castle Wolfenstein? 



PCPP#55 - On sale November 8, 2000 


130 PCPP 


mm 

ALUMINIUM PC CASE 
& MOBILE RACK 


Do you require extra performance and reliability? 


y Upgrade your mobile rack to Aluminium Mobile Reck 

RH-series of mobile racks now support ATA100 & U3 Wide SCSI interface (160 MB/sec) 



^Upgrade your Case to Aluminium Case 


O Super airflow 
0 Tool less 


0 Total 10 device bays 




Superior temperature control due to better heat dissipation 



Distributed in VIC,TAS, SA and WA by Distributed in NSW, ACT, QLD and NT by 


Unit 2, 38 Jellico Drive, Scoresby, VIC 3179 
TEL: 03-97638200 FAX: 03-97638400 WWW.apca.net.au 


No 3, 14 Tennyson Road, Gladesviile, NSW 2111 

TEL: 02-98795788 FAX: 02-98795388 WWW.elSa.COITI.au 


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